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D2killa69

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  1. hey obesity posterchildren VOTE edit: g merc gear is apparently impossible to get! (dragon) so i'd just use an A2 or A5 Merc with Amp and high damage gear.
  2. I. Introduction: The bone necro has always been my favorite dueling class. With an unsorbable, decent damage ranged attack, summons and curses, it has made for an awesome team dueler. It's effectivity is a little less while solo dueling, as there are several natural enemies to a bone necro, but there are obviously ways around most of them. Recently I've been turned on to the max block route, which makes your necro alot more ready for vs. all, and somewhat protects you from grief which has souped up chargers and barbs majorly. II. Stats/Skills: Stats: Strength - Base, or as little as possible depending on your anni/torch's stats. Dexterity - Enough to reach max block with Stormshield, which is more than Homunculous. Around 210-230 depending on your level but check to be sure obviously. Be sure to add 2-3 more each time you level to maintain block. Vitality - The rest of your points. Energy- you know the drill. Skills: 20 - Teeth 20 - Bone Spear 20 - Bone Spirit 20 - Bone Prison 1 - Golem mastery Rest into Bone Wall Optional: 1 into Revives, 1 into whatever curses you need for team dueling. I went all the way to lower resist but that decreases your damage a fair amount. III. Gear: First choice is listed first, alternate (get this as WELL) in red, explainations below. Helm - .08 Valk Shaeled, Necro Circlet (2/20/2, 3/20/2, rare with dex/life), Shako Reason: You need to get 125% FCR with no fcr provided from shield, which eliminates shako unless you want to make serious adjustments which sacrifice damage in the form of 2 rings and wizardspike. Amulet - Storm Circlet. Reason: If you can't get this, another char would be better for you. The 20% FCR is essential. Res/Str/Skills can never hurt either of course. Weapon - Spirit Sword 35% FCR, P Hoto, Wizardspike(30% Cold Res Jewel), White Wand (+8 Bone Spear) Reason: Alot of people disagree with me on spirit and reccommend hoto but I'm gonna lay it out like this: 40 Res/15% Mana/3 Skills vs 55 Fhr/100ish mana/2 Skills. 55% FHR saves a whole lotta FHR gcs in the grand scheme. If you dig hoto and can find your fhr in other places then more power to you. But Spirit is an extremely good weapon. Wizardspike for cold sorc duels, White for NvN. Armor - Enigma, Treachury Reason: Enigma for teleport.... ha. And treachury for stack when you need it, such as vs alot of cold sorcs, fc zons (if you sub in other gear and lose stack for tstrokes/griff/shield possibly) Shield - Homunculous (Jah/Um'd), Ber'd Stormshield, 35% Spirit monarch, 160% Cold Res Shield, 160% Light Res Shield Reason: Homunculous provides superb block and skills for vs. all where the res/life helps more than DR. Switch out SS when you duel a physical damage char, and use Spirit to bo and also to use along with tgods or in NvN with the setup(s) I will explain later. 160% Cold Res shield is a must, blizzers are one of your natural enemies and they tend to pick on necros so never hesitate to use it. 160% Lightning shield is optional, fohers are really pushovers most of the time. If one troubles you, you could use this I guess, but it takes up valuable stash space. Gloves - Trang-Oul's Gloves, Magefist, Bloodfists. Reason: 20% FCR on both, which you need to hit the breakpoint. Your choice is between mana regen % and cold resist and +2 curses. I chose Trang Oul's but it's personal preference that won't make or break your necro. Rings - With Circlet: Soj/FCR ring // With Valk: Soj/Soj or Soj/BK, 1-2x Wisps, 2x Ravens, Dwarf Star Reason: 1 FCR ring is needed with circlet to hit the 125% FCR breakpoint, whereas valk, which gives 30% as opposed to 20% hits the breakpoint without fcr from rings. Wisps, Ravens and Dwarf to absorb. Simple enough. Belt - Arach, T-Gods Reason: Arachnids gives a skill, 20% FCR to hit the breakpoint and some mana, Tgods softens lightning damage a good deal. You could use a crafted belt, but I would reccommend against it because of the loss of damage from the belt as well as a +skill ring. Boots - Bitter Brogues, Grim Spurs, Viper Tramples, Soul Shanks, 65 Lifer Waterwalks / Aldur Boots, Hotspurs Reason: These boots all give a nice amount of stats and res. The fhr will make a difference in your choice of GCS, so keep that in mind as well. I chose bitter brogues. You should be able to equip SS/Spirit with 18 str from boots at around level 90. There is no need to use Spirit or SS with hotspurs, so the strength difference is covered. Hotspurs soften the blow from FB sorcs immensely and if you want to survive versus a good one I'd use them, although you still may take damage. Waterwalks or Aldurs are for duels when you feel you need life more than resists, such as NvN. Charms: with 75 FHR from gear (shael helm, spirit sword) - 1x FHR PnB, 8x Lifer PnB gcs, 10x Life/Res Scs, Torch/Anni with 85 FHR from gear (Non shaeled valk, spirit sword) - 9x Lifer PnB GCs, 9x Life/res scs, 1x Fhr/res sc, torch/anni And so on and so forth. Just be sure you keep 86% FHR from charms and gear added up. Another reason I don't reccommend G spurs/Viper Tramples is the fhr is lost when you use hotspurs. Merc: Act 1 - Pretty useless to be honest, amp + merc has better uses than this. Act 2 - Pretty nice with either an insight for mass spirits or a high damage weapon, both with amp and preferably revives to protect it and you. Act 3 - Useful to pull out for BM in a tight spot, I am currently working on one. Act 5 - Same as act 2, stronger but slower. With amp it can be very deadly, reaching upwards of 15K damage. (Including amp) IV. Strategies: These are always tough to write and I'm sure I'll get shit from Dustin / kaer or whatever.. but I don't care they should help if even a little bit. Amazons CS Zons - We'll just assume they all FC now that it's so common and if you can't beat a non FC zon then I don't know whats wrong with you. Remember FC is BM to begin with. Grab Spirit/Tgods + 1-2 wisps, prison, decrepify and spear them to death. Remember they'll dodge alot of hits so you need to be quick about getting the 5-6 shots in that you need to kill them. If they catch you off guard, don't try and outrange them, just pounce on them and do the same technique, but not before sending a few spirits in beforehand to mess with their dodge, prisoning and decrepifying them. Another option is lightning immune revives, but remember not to run or else you're out in the open. Always tele with minion stack (duh) The lightning immunes are useful for when you need to keep your block and beat an fc zon. Sorb + revives works even better, but just one will suffice. Bowazons - You're max block, but sometimes they can get you in packs. Ideally, use Ber'd Stormshield, but it's not at all necessary. Prison, decrepify if necessary, and never get off their tail. Also, if you have to deal with a townhugging zon, always decrepify them when you teleport by to slow them down. Very easy duel. Plagueazon - I haven't seen a good one, though you might lack poison resist if you use life/single res scs. Prison, decrepify and tele by spamming spirit at them. Don't tele on them, because they can still launch off a plague which gets you to one life pretty quickly, and leaves you suceptible to them or someone else killing you in one more hit. Paladins Smiters - Always use SS. If they tele, it can be a somewhat challenging duel. Most of them will charge at you assuming you are not maxblock. Run downwards and tele away from them, prison them and spam spirits at them. Advance on them with teleport and finish with a few spears from outside the prison. For those who tele, especially with Gmod, it can actually be a hard duel which will rely on your r/w skills. They have massive life if they are smart enough to tele most likely, so make sure to decrepify them early, and keep it moving with spirits behind you as you teleport away. If they smite you once, walk downwards and spam 1-2 spirits, then tele away and repeat. Revives will not do you alot of good vs. a good opponent, as it is easy to namelock through them, which Gmod does on its own. Hammerdins - This can be really easy or really difficult. Alot will try to follow you with teleport, to which you can just walk south-ish and spam spears/spirits upwards at them. The better ones will defensively charge/hammer a section of the map and refuse to be hit by spirits. This is clearly annoying as hell, and they are hardly worth your time. If you insist on gming them, get as close as you can, spirit in front of their general direction, and as they get a bit closer, slap a prison down in front of them. It will probably appear in a different spot than where you once saw them, so just keep it going with the spirits. Then, tele a bit away and continue the spirits. Alot will go into offensive mode and you can do the r/w trick to finish them off. The "better" ones will be teleing and laying a hammer every 3 inches on the other side of the moor while using juvs. my advice? get revives. Even with juvs, 15 large monsters tank around 30-35 hammers, you tank two and golem tanks one. Just teleport on them, unless they seem like the type to try and smite you or something like that. If they do, continue the spirits with less regard for teleing into hammers but still stay a good ways away from them. I can already see people typing "A GOOD HAMMERDIN WILL..." about 300 times. I don't care. There are very few hammerdins who will actually put all the shit they know into action in a duel. V/Ts - Use SS. The foh of most of these characters is far from making you want to stack it, and is negligible. If you want to, fade to soften it. Otherwise, 1 wisp + sage is a good idea. When you go out, wall yourself on 1-2 sides to protect from a quick desynching death. Create spirit fields in their general direction, then in the opposite direction from where they are. Then, get moving. When you get fohed, prison them and decrepify them to mess up their desynch. If they are stuck (not teleing fast enough), then tele outside of the prison and spear/spirit them at close range. If they teleport out, launch more spirit lines around them. If you sense them closing in, wall yourself or click prison in your general area. Eventually they'll be caught by spirits or just in a prison where you can finish them off. FoH - Pretty easy overall. Most are pushovers, in that you can just prison them, tele on and spear/spirit. If they teleport, then use the spirit line technique to hit them with a few while out of conviction's range. Continue staying out of Conviction's range as the maximum fcr a good foher keeps is 75% BP, otherwise the damage is too bad to be bothered with. Melee - Don't bother hostiling them, they'll appreciate it. Barbarians Melee - Prison them, tele closeby (not on them, a few whirls with fortitude = dead necro, block withstanding) and spam spirits. They have much less life than a BvC usually, so they will drop quickly. Not a worry at all. BvC/BvA - Use SS. 99% of these barbs will require no effort at all, just spirits galore as they make sad attempts to kill you. Not to mention you rarely will get hit by these. The top barbs will be a challenge in some instances. In GM, you still need to play somewhat defensively as they have the AR and damage required to kill you. Start off with some spirit lines, decrepify them to prevent quick zerk kills, but stay away from WWs. The beginning of the duel is when most begin leaping, so stay out of their range with continuous spirits. When they start to advance, let them try and whirl you. Teleport to the left or right, and you'll get alot of free hits in. If they retreat, follow them with a spirit line of 6-8, then go offensive, casting 1-2 spirits with each tele. Most will die off your screen after a lengthy duel. The best way to learn how to beat them is to practice. In certain instances you'll just have to improvise. I've beaten some of the best BvCs in GM duels, which is what you'd expect from this build. Just to warn you, a good BvC won't ever be an EASY duel. Just 99% of the people you see in pubs (no matter how rich they are)have no clue how to handle you. In BM the most you can make them do is town, as your damage is too low to finish them after their last juv. In BM, use only spirits and Iron Maiden them off the bat. Cast prison every time they're on your screen, and try to create walls which you tele to every time you move. When they whirl them, they will die due to Iron Maiden. A good BvC will just try and zerk you which isn't very effective due to your block but can take 50%-90% of your life in one hit. If they attempt zerking, just run downwards and spirit up, Iron maiden because they will try to whirl you most likely, then prison the hell out of them. This is where the duel usually ends up if you kill them. Warcry - Use SS if necessary vs the one good WC barb on east, Fink. I'm telling you though, with max dr/max block he was unable to kill me or even come close with amp. So, one of your easier duels is had here. Druids Fury, Fireclaw, Maul, etc. - Don't worry about this! Ele Druid - Use SS + raven Blegh, the hardest duel by far for a necro. A good one will probably never lose to you unless it's a fluke. As for pub druids, just spam spirits and teeth, then move in to spear them. For a good druid there are a few tactics: R/w: With raven nado will not freeze you, so when they tele on you walk south-east or west while spearing/teething upwards at them, if they tele behind you then tele away and send spirits + teeth their way. Playing your position: Spam a line of spirits, tele to the end of the line and spam more back so they overlap, and repeat. This can help when you can see them coming a ways off to kill a few wolves and maybe sage to make your life easier. Once sage is dead, you can tele near them and spear them to kill in 2-3 hits, but most good druids will just not die to you due to defensiveness (recasting every 3 seconds) if you're lucky, you can get a namelock on them while they recast and either snipe them out or tele on them and shoot a few spears. Some druids like to guess that you'll do this, tele away and nado themselves and kill you, so be hesitant about doing it. Overall, a very good druid will just not die to you, so get another char or make your teammates kill them. Assassins Trappers - Either use hotspurs or Spirit Monarch/Tgods/(wisp if you feel like it). If they don't use fade (which reduces curse duration), try to decrepify them which really messes them up as far as the mb/re-laying of traps goes. Play 100% defensive with Spirits, because MB can fuck you up bad. If you get caught in mb, walk out of it and either spear them or tele away as quickly as you can. Can be a very easy to a fairly hard duel. C/C sins will give you the most trouble as they have the most damage and can block 60% of your attacks. Just persist with the spirits, and they should fall eventually. This is another duel your teammates could probably do alot better than you could. Whirlwind - If they are Ghostsins and lay traps, treat them like a trapper but be a hair less defensive. You can actually prison + Iron Maiden them to make it easy, but it is considered bm. For GM, just decrepify to fuck with their trap laying speed, and keep the spirits coming while staying far away from those stunlocking fire traps. Sorceresses Fire Sorcs - Use Hotspurs always, they do ridiculous damage to you while your damage is eaten greatly by their ES. Once ES is broken it is an easy duel, but they will undoubtedly recast. If they are the weaker types, then just pursue them while spearing at them after each namelock teleport, and you'll win hit for hit. If they are the massive mana/damage sorcs, use a dwarf as well as Hotspurs and focus more on defense with spirits, as these sorcs are usually more offensive. Once they get to half-ish life, you can start to tele/spear them with little risk of dying. Revives are useless here as the damage splashes through to you and kills non immune revives rather quickly. If they use fireBOLT, you can just revive a few fallens and kill them easily using one of the two techniques. Lightning- Spirit Monarch/Tgods is usually enough, these can be spirited easily from a distance as they cannot spam their attack in more than 1 place at a time. Once their ES breaks you can finish them with spears, and the Tgods will soften their damage enough that you can tank a few. If they are BM, or particularly strong in the ES or damage department, use 1-2 wisps and you can then pretty much do anything you want since they will hardly damage you. Lightning immune revives also work well here if there are conflicting interests with sorb/block/dr. Blizz Sorcs - Another hard duel unless you sorb. 30% Res Cold Wiz, 160% Cold Res Shield, 2 ravens, SCs and gear should get you enough for most sorcs, but if you want to tank any cold sorc on East you can use 30% Cold Res Wiz, 160% res Monarch, 2 ravens, Thaw pots, and Fade. This is overkill and clearly weakens your damage greatly, but if one pisses you off feel free to. With full sorb, you can go offensive and chase blizz sorcs around with spirit/spear, or with no/partial sorb you will have to spam spirits in their direction, and when enough hit ES will break and they'll die quickly. Cold Immune Revives work well but be careful for glacial spike, it can splash through the revives to you, so if you revive be sure to use a little stack or else you'll be massacred and embarassed. Orbers - Cold Immune Revives + 160% res shield will massacre most orbers with enough spammed spirits. Without Sorb/Revives their massive ES and mana will prove difficult to defeat. However, since they attack at a close range you can just keep a good distance between you and them and bombard spirits while you move away from them. Necros Poison Nova - If they are good this is a hard duel. They can kill you with one nova + defensive teles with golem or teeth, and it goes through revives. Treat them as you would an orber, except they go down much faster. If you get hit, it's pretty much over for you. You can always stack them, using fade / antidotes, or dote in duels, but they'll probably cry and get revives. With revives, you may as well wait the 3 minutes, because there is no way on earth you can kill a reviving poison necro on a Bonemancer. Bone Necro - This is pretty difficult to give a strategy on, so I'll just give some tips. - My NvN setup is 8 BS White Wand/Shako/Spirit Monarch (there are many others, the key is keeping 86 fhr/125 fcr, and getting as much life and damage as possible.) - Keep golem up at all times - Running southwest or southeast when a necro teles on you is useful with low life. - Only if they use spirit then you can. - Never keep a spearlock for too long, as they might get the oppurtunity to re-tele on you and finish you. - In toe-to-toe battles (where they are on top of you or vice versa), stay put if you are taking no damage (it means the golem is for you) or if you are, run away and spear the necro. - If they begin playing defensive, shower the moor with teeth. It can take away a spears worth of damage, making it that much easier for you later on. - If you both have low life, use teeth sporadically and tele away before their teeth can hit you. - Take a chance to tele on your opponent at all times. - VS a worthless pub spirit spamming NvN, just use revives and beat them. They aren't worth your shame. Summoners - Wait 180 seconds or merc glitch them. It is nearly impossible to spear away all those revives. Conclusion Well, it's been fun writing this guide and I hope you enjoyed it. I know it's not the best but it's a decent beginners guide I think. Feel free to leave constructive feedback or ask questions or insult me. I dunno if I missed something or not, but whatever. - d2killa
  3. Haha, midnight that's about right, 2.8k/5k is what i'm planning on hitting with remake Don't bother GMing sorcs with this char they'll only juv after 3 hours of spirits. ;] Other than druids that's about the only weakness you'll ever find.
  4. Let's start off with...... Falling just short of FHR BP Low Damage And Low ES % Only needing spirits to add up to 65% FCR to reach bp (32%/33%, 30%/35, 34/31% all work) Using Left Click FB and the guy with the s/s of his mass damage fber why don't you just use all your SC slots? that's something I never understood decent pub dueling fb sorc 5/10 so i'm not warned for telling the truth..
  5. *Spams to get out of noob group* With no lifers or bmanas, use legit life/mana scs. Pump mana till its 4k or life till it's ~1.3 (whichever comes first) then the rest into the opposite stat
  6. 278X Life, 1.1k Mana, All perfect Resist but 72 poison, 4.7k spear (with Lower resist + revives, i am going to rebuild with a +1 lower resist splendor for bo) Better life/damage is possible if you go higher, I only hit 91 though (with remake I'll hit 93-94, and have 2 more skill points from splendor) Another thing is my gcs, they are 30-35, so there is obviously room for improvement
  7. Cool, those shields are something nice to consider :] only thing i'd hate is losing max block and getting jumped by a barb/zon/smiter
  8. @Dustin: well technically they are BMing by using a charm with about 5x the mana of a legit one, so this is a bitches way out of losing to every decent sorc you duel. it's lame i know, but necro is my only character. i generally can beat them with alot of space between us and no lag, but that's the easy way, heh. @kaer: Thanks, I'm glad you liked it and I appreciate the tips when you say r/w vs light/fb sorcs do you mean just like SW or straight down and away from them? @Herald: Your gcs fall at just an average of like 2-6 life away from mine(except the last 2), so the str is probably the difference. I really considered using SS as a main shield but I'm usually fine with homonculous for vs. all. HA, my friend told me about that a long time ago and it suprised me that it was a fire skill too ~_~ it can be helpful for baaling though.
  9. thanks for the feedback guys. Well, with the es sorcs all bmana'd out I dont see any good reason to GM them. Decrepify is meant to be used just as a namelock skill, it would be alot nicer if it were say the range of amp. I think I may remake with a +1-3 LR Splendor head to bo with if I can find it. Alot of hammerdins have stopped desynching as much when you lay down prisons for them, and especially with revives. I know what you mean with the cost issue but my res/life scs aren't really very good. they are just 15+ life/9%+ Single res costing 1-5 sojs each. About the hotspurs, I built around homonculous as my main shield which doesn't require very much strength so I can equip it. If i wanted to use spirit or SS with them I'd run into that problem, as I did on my non block spirit nec and had to remake. What do you mean by decentish lifers? Mine uses 30-36's and I have 2.7k at level 90. I think you may have less because you use SS as a main shield requiring a little bit of a pump of strength for use with hotspurs. My damage is also considerably lower than yours since I went down to LR ;\ I'm at 4.6k spear. I use a 3/20/2 shael/jah'd, but I'm considering switching to a nice Dex/life Rare 1os circlet with my next rebuild. Valk is probably a better choice but I'd have to skimp in certain places on my necro and I stand the chance of being scammed for an unpermed valk. I'm glad people have been turned on to the max block necro now, its really an immense payoff for the life sacrifice IMO.
  10. why the fuck would you smite a better smiter than you without lifetap these things are meant for hammer, i do like smite vs cs zons, and for sorcs why not just charge/smite? you probably dont use the right charms because of that 3.6k life but whatever.
  11. I. Introduction: The bone necro has always been my favorite dueling class. With an unsorbable, decent damage ranged attack, summons and curses, it has made for an awesome team dueler. It's effectivity is a little less while solo dueling, as there are several natural enemies to a bone necro, but there are obviously ways around most of them. Recently I've been turned on to the max block route, which makes your necro alot more ready for vs. all, and somewhat protects you from grief which has souped up chargers and barbs majorly. II. Stats/Skills: Stats: Strength - Base, or as little as possible depending on your anni/torch's stats. Dexterity - Enough to reach max block with Stormshield, which is more than Homunculous. Around 210-230 depending on your level but check to be sure obviously. Be sure to add 2-3 more each time you level to maintain block. Vitality - The rest of your points. Energy- you know the drill. Skills: 20 - Teeth 20 - Bone Spear 20 - Bone Spirit 20 - Bone Prison 1 - Golem mastery Rest into Bone Wall Optional: 1 into Revives, 1 into whatever curses you need for team dueling. I went all the way to lower resist but that decreases your damage a fair amount. III. Gear: First choice is listed first, alternate (get this as WELL) in red, explainations below. Helm - .08 Valk Shaeled, Necro Circlet (2/20/2, 3/20/2, rare with dex/life), Shako Reason: You need to get 125% FCR with no fcr provided from shield, which eliminates shako unless you want to make serious adjustments which sacrifice damage in the form of 2 rings and wizardspike. Amulet - Storm Circlet. Reason: If you can't get this, another char would be better for you. The 20% FCR is essential. Res/Str/Skills can never hurt either of course. Weapon - Spirit Sword 35% FCR, P Hoto, Wizardspike(30% Cold Res Jewel), White Wand (+8 Bone Spear) Reason: Alot of people disagree with me on spirit and reccommend hoto but I'm gonna lay it out like this: 40 Res/15% Mana/3 Skills vs 55 Fhr/100ish mana/2 Skills. 55% FHR saves a whole lotta FHR gcs in the grand scheme. If you dig hoto and can find your fhr in other places then more power to you. But Spirit is an extremely good weapon. Wizardspike for cold sorc duels, White for NvN. Armor - Enigma, Treachury Reason: Enigma for teleport.... ha. And treachury for stack when you need it, such as vs alot of cold sorcs, fc zons (if you sub in other gear and lose stack for tstrokes/griff/shield possibly) Shield - Homunculous (Jah/Um'd), Ber'd Stormshield, 35% Spirit monarch, 160% Cold Res Shield, 160% Light Res Shield Reason: Homunculous provides superb block and skills for vs. all where the res/life helps more than DR. Switch out SS when you duel a physical damage char, and use Spirit to bo and also to use along with tgods or in NvN with the setup(s) I will explain later. 160% Cold Res shield is a must, blizzers are one of your natural enemies and they tend to pick on necros so never hesitate to use it. 160% Lightning shield is optional, fohers are really pushovers most of the time. If one troubles you, you could use this I guess, but it takes up valuable stash space. Gloves - Trang-Oul's Gloves, Magefist, Bloodfists. Reason: 20% FCR on both, which you need to hit the breakpoint. Your choice is between mana regen % and cold resist and +2 curses. I chose Trang Oul's but it's personal preference that won't make or break your necro. Rings - With Circlet: Soj/FCR ring // With Valk: Soj/Soj or Soj/BK, 1-2x Wisps, 2x Ravens, Dwarf Star Reason: 1 FCR ring is needed with circlet to hit the 125% FCR breakpoint, whereas valk, which gives 30% as opposed to 20% hits the breakpoint without fcr from rings. Wisps, Ravens and Dwarf to absorb. Simple enough. Belt - Arach, T-Gods Reason: Arachnids gives a skill, 20% FCR to hit the breakpoint and some mana, Tgods softens lightning damage a good deal. You could use a crafted belt, but I would reccommend against it because of the loss of damage from the belt as well as a +skill ring. Boots - Bitter Brogues, Grim Spurs, Viper Tramples, Soul Shanks, 65 Lifer Waterwalks / Aldur Boots, Hotspurs Reason: These boots all give a nice amount of stats and res. The fhr will make a difference in your choice of GCS, so keep that in mind as well. I chose bitter brogues. You should be able to equip SS/Spirit with 18 str from boots at around level 90. There is no need to use Spirit or SS with hotspurs, so the strength difference is covered. Hotspurs soften the blow from FB sorcs immensely and if you want to survive versus a good one I'd use them, although you still may take damage. Waterwalks or Aldurs are for duels when you feel you need life more than resists, such as NvN. Charms: with 75 FHR from gear (shael helm, spirit sword) - 1x FHR PnB, 8x Lifer PnB gcs, 10x Life/Res Scs, Torch/Anni with 85 FHR from gear (Non shaeled valk, spirit sword) - 9x Lifer PnB GCs, 9x Life/res scs, 1x Fhr/res sc, torch/anni And so on and so forth. Just be sure you keep 86% FHR from charms and gear added up. Another reason I don't reccommend G spurs/Viper Tramples is the fhr is lost when you use hotspurs. Merc: Act 1 - Pretty useless to be honest, amp + merc has better uses than this. Act 2 - Pretty nice with either an insight for mass spirits or a high damage weapon, both with amp and preferably revives to protect it and you. Act 3 - Useful to pull out for BM in a tight spot, I am currently working on one. Act 5 - Same as act 2, stronger but slower. With amp it can be very deadly, reaching upwards of 15K damage. (Including amp) IV. Strategies: These are always tough to write and I'm sure I'll get shit from Dustin / kaer or whatever.. but I don't care they should help if even a little bit. Amazons CS Zons - We'll just assume they all FC now that it's so common and if you can't beat a non FC zon then I don't know whats wrong with you. Remember FC is BM to begin with. Grab Spirit/Tgods + 1-2 wisps, prison, decrepify and spear them to death. Remember they'll dodge alot of hits so you need to be quick about getting the 5-6 shots in that you need to kill them. If they catch you off guard, don't try and outrange them, just pounce on them and do the same technique, but not before sending a few spirits in beforehand to mess with their dodge, prisoning and decrepifying them. Another option is lightning immune revives, but remember not to run or else you're out in the open. Always tele with minion stack (duh) The lightning immunes are useful for when you need to keep your block and beat an fc zon. Sorb + revives works even better, but just one will suffice. Bowazons - You're max block, but sometimes they can get you in packs. Ideally, use Ber'd Stormshield, but it's not at all necessary. Prison, decrepify if necessary, and never get off their tail. Also, if you have to deal with a townhugging zon, always decrepify them when you teleport by to slow them down. Very easy duel. Plagueazon - I haven't seen a good one, though you might lack poison resist if you use life/single res scs. Prison, decrepify and tele by spamming spirit at them. Don't tele on them, because they can still launch off a plague which gets you to one life pretty quickly, and leaves you suceptible to them or someone else killing you in one more hit. Paladins Smiters - Always use SS. If they tele, it can be a somewhat challenging duel. Most of them will charge at you assuming you are not maxblock. Run downwards and tele away from them, prison them and spam spirits at them. Advance on them with teleport and finish with a few spears from outside the prison. For those who tele, especially with Gmod, it can actually be a hard duel which will rely on your r/w skills. They have massive life if they are smart enough to tele most likely, so make sure to decrepify them early, and keep it moving with spirits behind you as you teleport away. If they smite you once, walk downwards and spam 1-2 spirits, then tele away and repeat. Revives will not do you alot of good vs. a good opponent, as it is easy to namelock through them, which Gmod does on its own. Hammerdins - This can be really easy or really difficult. Alot will try to follow you with teleport, to which you can just walk south-ish and spam spears/spirits upwards at them. The better ones will defensively charge/hammer a section of the map and refuse to be hit by spirits. This is clearly annoying as hell, and they are hardly worth your time. If you insist on gming them, get as close as you can, spirit in front of their general direction, and as they get a bit closer, slap a prison down in front of them. It will probably appear in a different spot than where you once saw them, so just keep it going with the spirits. Then, tele a bit away and continue the spirits. Alot will go into offensive mode and you can do the r/w trick to finish them off. The "better" ones will be teleing and laying a hammer every 3 inches on the other side of the moor while using juvs. my advice? get revives. Even with juvs, 15 large monsters tank around 30-35 hammers, you tank two and golem tanks one. Just teleport on them, unless they seem like the type to try and smite you or something like that. If they do, continue the spirits with less regard for teleing into hammers but still stay a good ways away from them. I can already see people typing "A GOOD HAMMERDIN WILL..." about 300 times. I don't care. There are very few hammerdins who will actually put all the shit they know into action in a duel. V/Ts - Use SS. The foh of most of these characters is far from making you want to stack it, and is negligible. If you want to, fade to soften it. Otherwise, 1 wisp + sage is a good idea. When you go out, wall yourself on 1-2 sides to protect from a quick desynching death. Create spirit fields in their general direction, then in the opposite direction from where they are. Then, get moving. When you get fohed, prison them and decrepify them to mess up their desynch. If they are stuck (not teleing fast enough), then tele outside of the prison and spear/spirit them at close range. If they teleport out, launch more spirit lines around them. If you sense them closing in, wall yourself or click prison in your general area. Eventually they'll be caught by spirits or just in a prison where you can finish them off. FoH - Pretty easy overall. Most are pushovers, in that you can just prison them, tele on and spear/spirit. If they teleport, then use the spirit line technique to hit them with a few while out of conviction's range. Continue staying out of Conviction's range as the maximum fcr a good foher keeps is 75% BP, otherwise the damage is too bad to be bothered with. Melee - Don't bother hostiling them, they'll appreciate it. Barbarians Melee - Prison them, tele closeby (not on them, a few whirls with fortitude = dead necro, block withstanding) and spam spirits. They have much less life than a BvC usually, so they will drop quickly. Not a worry at all. BvC/BvA - Use SS. 99% of these barbs will require no effort at all, just spirits galore as they make sad attempts to kill you. Not to mention you rarely will get hit by these. The top barbs will be a challenge in some instances. In GM, you still need to play somewhat defensively as they have the AR and damage required to kill you. Start off with some spirit lines, decrepify them to prevent quick zerk kills, but stay away from WWs. The beginning of the duel is when most begin leaping, so stay out of their range with continuous spirits. When they start to advance, let them try and whirl you. Teleport to the left or right, and you'll get alot of free hits in. If they retreat, follow them with a spirit line of 6-8, then go offensive, casting 1-2 spirits with each tele. Most will die off your screen after a lengthy duel. The best way to learn how to beat them is to practice. In certain instances you'll just have to improvise. I've beaten some of the best BvCs in GM duels, which is what you'd expect from this build. Just to warn you, a good BvC won't ever be an EASY duel. Just 99% of the people you see in pubs (no matter how rich they are)have no clue how to handle you. In BM the most you can make them do is town, as your damage is too low to finish them after their last juv. In BM, use only spirits and Iron Maiden them off the bat. Cast prison every time they're on your screen, and try to create walls which you tele to every time you move. When they whirl them, they will die due to Iron Maiden. A good BvC will just try and zerk you which isn't very effective due to your block but can take 50%-90% of your life in one hit. If they attempt zerking, just run downwards and spirit up, Iron maiden because they will try to whirl you most likely, then prison the hell out of them. This is where the duel usually ends up if you kill them. Warcry - Use SS if necessary vs the one good WC barb on east, Fink. I'm telling you though, with max dr/max block he was unable to kill me or even come close with amp. So, one of your easier duels is had here. Druids Fury, Fireclaw, Maul, etc. - Don't worry about this! Ele Druid - Use SS + raven Blegh, the hardest duel by far for a necro. A good one will probably never lose to you unless it's a fluke. As for pub druids, just spam spirits and teeth, then move in to spear them. For a good druid there are a few tactics: R/w: With raven nado will not freeze you, so when they tele on you walk south-east or west while spearing/teething upwards at them, if they tele behind you then tele away and send spirits + teeth their way. Playing your position: Spam a line of spirits, tele to the end of the line and spam more back so they overlap, and repeat. This can help when you can see them coming a ways off to kill a few wolves and maybe sage to make your life easier. Once sage is dead, you can tele near them and spear them to kill in 2-3 hits, but most good druids will just not die to you due to defensiveness (recasting every 3 seconds) if you're lucky, you can get a namelock on them while they recast and either snipe them out or tele on them and shoot a few spears. Some druids like to guess that you'll do this, tele away and nado themselves and kill you, so be hesitant about doing it. Overall, a very good druid will just not die to you, so get another char or make your teammates kill them. Assassins Trappers - Either use hotspurs or Spirit Monarch/Tgods/(wisp if you feel like it). If they don't use fade (which reduces curse duration), try to decrepify them which really messes them up as far as the mb/re-laying of traps goes. Play 100% defensive with Spirits, because MB can fuck you up bad. If you get caught in mb, walk out of it and either spear them or tele away as quickly as you can. Can be a very easy to a fairly hard duel. C/C sins will give you the most trouble as they have the most damage and can block 60% of your attacks. Just persist with the spirits, and they should fall eventually. This is another duel your teammates could probably do alot better than you could. Whirlwind - If they are Ghostsins and lay traps, treat them like a trapper but be a hair less defensive. You can actually prison + Iron Maiden them to make it easy, but it is considered bm. For GM, just decrepify to fuck with their trap laying speed, and keep the spirits coming while staying far away from those stunlocking fire traps. Sorceresses Fire Sorcs - Use Hotspurs always, they do ridiculous damage to you while your damage is eaten greatly by their ES. Once ES is broken it is an easy duel, but they will undoubtedly recast. If they are the weaker types, then just pursue them while spearing at them after each namelock teleport, and you'll win hit for hit. If they are the massive mana/damage sorcs, use a dwarf as well as Hotspurs and focus more on defense with spirits, as these sorcs are usually more offensive. Once they get to half-ish life, you can start to tele/spear them with little risk of dying. Revives are useless here as the damage splashes through to you and kills non immune revives rather quickly. If they use fireBOLT, you can just revive a few fallens and kill them easily using one of the two techniques. Lightning- Spirit Monarch/Tgods is usually enough, these can be spirited easily from a distance as they cannot spam their attack in more than 1 place at a time. Once their ES breaks you can finish them with spears, and the Tgods will soften their damage enough that you can tank a few. If they are BM, or particularly strong in the ES or damage department, use 1-2 wisps and you can then pretty much do anything you want since they will hardly damage you. Lightning immune revives also work well here if there are conflicting interests with sorb/block/dr. Blizz Sorcs - Another hard duel unless you sorb. 30% Res Cold Wiz, 160% Cold Res Shield, 2 ravens, SCs and gear should get you enough for most sorcs, but if you want to tank any cold sorc on East you can use 30% Cold Res Wiz, 160% res Monarch, 2 ravens, Thaw pots, and Fade. This is overkill and clearly weakens your damage greatly, but if one pisses you off feel free to. With full sorb, you can go offensive and chase blizz sorcs around with spirit/spear, or with no/partial sorb you will have to spam spirits in their direction, and when enough hit ES will break and they'll die quickly. Cold Immune Revives work well but be careful for glacial spike, it can splash through the revives to you, so if you revive be sure to use a little stack or else you'll be massacred and embarassed. Orbers - Cold Immune Revives + 160% res shield will massacre most orbers with enough spammed spirits. Without Sorb/Revives their massive ES and mana will prove difficult to defeat. However, since they attack at a close range you can just keep a good distance between you and them and bombard spirits while you move away from them. Necros Poison Nova - If they are good this is a hard duel. They can kill you with one nova + defensive teles with golem or teeth, and it goes through revives. Treat them as you would an orber, except they go down much faster. If you get hit, it's pretty much over for you. You can always stack them, using fade / antidotes, or dote in duels, but they'll probably cry and get revives. With revives, you may as well wait the 3 minutes, because there is no way on earth you can kill a reviving poison necro on a Bonemancer. Bone Necro - This is pretty difficult to give a strategy on, so I'll just give some tips. - My NvN setup is 8 BS White Wand/Shako/Spirit Monarch (there are many others, the key is keeping 86 fhr/125 fcr, and getting as much life and damage as possible.) - Keep golem up at all times - Running southwest or southeast when a necro teles on you is useful with low life. - Only if they use spirit then you can. - Never keep a spearlock for too long, as they might get the oppurtunity to re-tele on you and finish you. - In toe-to-toe battles (where they are on top of you or vice versa), stay put if you are taking no damage (it means the golem is for you) or if you are, run away and spear the necro. - If they begin playing defensive, shower the moor with teeth. It can take away a spears worth of damage, making it that much easier for you later on. - If you both have low life, use teeth sporadically and tele away before their teeth can hit you. - Take a chance to tele on your opponent at all times. - VS a worthless pub spirit spamming NvN, just use revives and beat them. They aren't worth your shame. Summoners - Wait 180 seconds or merc glitch them. It is nearly impossible to spear away all those revives. Conclusion Well, it's been fun writing this guide and I hope you enjoyed it. I know it's not the best but it's a decent beginners guide I think. Feel free to leave constructive feedback or ask questions or insult me. I dunno if I missed something or not, but whatever. - d2killa
  12. CoA would be much better for vs all with only 2% less dr but not bad, creative at least. 7/10
  13. Yes, you need max block and 3k+ life it'd be a waste of deflect mod if you didnt go block anyway + zons can't tank.
  14. A guide someone put effort into! Now this suprised me alot. Anyway I know all about max block necros and I would say this: Homo Jah/Um'd/Ber'd Vs All Switch to SS with primarily physical characters in the game. Switch to spirit/Bloods/soj OR spirit/shako when there are only casters in the game. overall VERY GOOD GUIDE. I hope you're rewarded with the fg for this one as only a few (including yours) actually look like they took over 3 minutes to type.
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