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Old 09-24-2009, 12:12 AM   #1
Elysian_Rsa
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Default Ladefreakinda's PVP Bow Amazon Guide

**DISCLAIMER** This guide is from before the Reset here on the Forum. It is was one of the Guides from the Guide Contest. All Credit goes to Ladefreakinda and not I for this Guide.

~~~~~~~~~~~~~

Index: Due
to popular complaint, we now bring you a format that involves the universal
ctrl-F, plus the html friendly “large colourful letter headings”
[AA] Intro
[AB] Bugs
[AC] General description of sub-types
[AD] Breakpoints
[AE] Comparison of bows
[AF] Ideal gear in short
[AG] Beginning of large gear comparison
[AH] Skill/Stat placement
[AI] Start of Player versus monster/Player

[AA] Intro
:

The bowazon was heavily nerfed when the .10 patch came out. The infamous
“pierce bug” was patched, making bowazons much less deadly by comparison.
However, due to the rune word “faith” being released along with .10,
bowazons were not made extinct. Even without the faith rune word, it is
possible for a bowazon to excel at PvM, but they might find other bows
slightly lacking at PvP. The bowazon in both PvM and PvP is a deadly force,
and still quite bugged. Most of these bugs work for the bowazon, as opposed
to against it, but some of them are purely annoying. Since most people are
interested in the bugs, using them, countering them, or just figuring them
out, so, we’ll cover them in the first section. This guide is aimed almost
exclusively at PvP.

[AB] Bugs:

The Critical/deadly strike bug: The critical/deadly strike bug is a bug
that gives bowazons a major oomph. Critical/deadly strike are supposed to
double your damage, and they do, but they were intended to double the damage
you did on -that- hit (for example, you do 1 to 10 damage. You do 4 damage,
and critical strike goes off, you should do 8 damage, but…), but, since it
is bugged, it forces your physical damage’s maximum to be doubled, and
allows it to always hit for that amount. (For example, if you did 4 damage,
and critical strike went off, you’d instead do 20.) This is a powerful bug,
as it allows the bowazon to effectively hit for over 10,000 ranged physical
damage over 70% of the time.

The Desynch error: The good: Desynch (De-synchronization) occurs with the
battle.net servers when something is moving too fast for it to accurately
convey it’s position to all the computers connected to the game. If that
made sense, good, if not, keep reading. “Charge” the paladin skill, is the
best known causer of desynch, this is because the skill inherently forces
the paladin to move very quickly. So quickly that he has often reached his
position before battle.net can show you where he went. This allows him to
effectively disappear from places and re-appear in other places… sometimes
on-top of you. Barbarians can also do this easily with use of frenzy.
Anyone, however, can with only 120% faster run/walk. The more there is, the
greater the effect, but 120% is the bare minimum for this to work. By use of
it, it will allow the bowazon to effectively vanish from where they appeared
to be seconds before (Very useful vs. smiters that stop to smite, once they
notice that charge isn’t hitting), giving the zon breathing room. Which is
often fatal.
The bad: However, this desynch works both ways… Characters with multiple
fast hits (WW based characters, windies, kickers…) will cause your dodge
animation to go off, while you’re moving, and while it will not show you
stopping on your screen, battle.net will read it as such. This means you are
effectively sitting still while someone hits you multiple times. This is a
bad thing, as you will naturally pull out your bow at a safe distance to
open fire, only to find you somehow died to that barbarian on the edge of
your screen.

Weapon switch proc bug: A handy little bug that that bowazon can use is the
proc-switch bug. This occurs when guided arrow is homing in on a target, and
the Amazon switches weapons. The arrows will continue, but they’ll pick up
any mods on the new weapon that feature a chance to do something on
so-and-so. “The Lacerator” , for example, carries a 33% chance to cast amp,
and a 33% chance to trigger open wounds. Both of these could go off in a
single guided arrow, effectively doubling the damage of all other arrows to
follow.

[AC] The bowazons:
This guide shall deal with 3 different types of PvP bowazon while touching
on 3 types of PvM bowazon. The poison bowazon, the cold bowazon, the fire
bowazon, the lightning hybrid, the poison hybrid, and the strafer. Each has
it’s own advantage, and disadvantage.

However, to make life easy on people that do not want to put practice into
their zon, the tiers are as follows:
PvP: Lightning fury hybrid > Poison javelin hybrid > Poison charm based >
Bowazon with neither
PvM: Cold arrow based = Strafer > Fire based


The lightning hybrid is the best suited to PvP. While she is dominated by
her bow and passive skills, a mere 20 points into lightning fury makes her
infinitely more deadly versus people that get too close. Having a shield out
allows you to resist 50% of damage, and deflect 75% of it. While that’s all
fine and dandy, it is moot if you cannot attack; and indeed, most bowazons
cannot attack, as they require a bow to do so. Lightning fury helps by-pass
that. Titan’s revenge, an unique amazon javelin, carries 2 to all zon
skills, 2 to java-skills, and 20% faster run/walk (See bugs) as well as
decent physical damage. Due to it being a javelin-class, this also means it
is not effected by the block bug. (A bug specific to amazons where the
blocking animations are approximately 7X slower if they are using a swinging
weapon (Clubs, axes.) as opposed to a stabbing weapon (Javas, daggers.)) By
using light fury while being pressured, you can abuse the lowered block-rate
of people running directly at you, and also deal some lightning damage once
the java splits. Also very handy for dealing with the wolves of wind-based
druids.

The poison based bowazon is one of the most annoying builds, as amazons in
general tend to be difficult to hit, and poison based ones will just torment
you until you die. A poison based bowazon can use an enigma to teleport,
giving her even better evasion; a matriarchal faith, allowing her high speed
with almost no other IAS, and poison charms causing over 10,000 damage in 10
seconds. While the zon might have problems evading characters like windies
for this long, any hits she lands will be felt long and hard. I shall not
give strategies for this Amazon, as she is hit-and-run reliant, and anyone
can figure that out themselves.

The cold bowazon, while lacking in PvP (Low damage projectile, decent speed,
straight line…), is one of the best bowazons for PvM. The cold arrow skills
function differently than most other freezing skills, as they take the cold
duration from other sources (Raven frosts, for example) and add the chill
duration to the -freeze- duration. This means a zon using a
buzzuria-du-kayon can hit a large number of monsters in a line, freezing
them for following arrows to pummel. The Amazon’s unique set (Mav’ania’s) is
also for bowazons; specifically cold-based bowazons. (The gloves giving
additional damage to cold skills)

The fire bowazon is an unique challenge… I’m not going to lie, she does have
problems, but if you’re looking for a challenge, and have some resources to
blow, she might just be for you. The fire element is the single most
resisted element by both players and monsters; (Nearly 50% of the monsters
being immune to it, and another 20% having some form of positive resistance
towards it.) but damn do you get points for being flashy.

The poison/bowa hybrid is really just a poison-javazon with a bow on switch
(Usually a CTA bow) to peg runners, or to get some extra damage off. And
while the poison-javazon might seem weak to some, she is a very powerful
dueller.

The strafer is last, but not the least. Strafe is a skill aimed exclusively
at PvM. Being able to hit 10 targets, rapidly, even if they’re all over the
screen, makes for a good PvM skill. Strafe is also a decent boss-killing
skill, but doesn’t fair so well in PvP, being AR dependant and all. It has
it’s uses, however.

[AD] Breakpoints:
A breakpoint is a point where modifications relating to speed (Attack speed,
cast speed, hit recovery speed) becomes noticeably faster. Usually, they
gain one frame per breakpoint. A frame is 1/25th of a second. Diablo runs at
25 frames per second, or FPS.
The amazon has it easy on her breakpoints. She is not a caster, as
represented by her cast frames (The worst in the game) and rarely requires
her FHR frames, but they shall be provided for the sake of completeness.
The cast frames, starting at 19 frames for 0% cast, increase at 7%(18),
14%(17), 22%(16), 32%(15), 48%(14), 68%(13), 99%(12) and 152% for 11 frames.
Sorceresses can get an 11 frame cast with only 20% FCR (Faster cast rate),
if that’ll give you an idea of how bad the zon’s cast frames are.
For FHR (Faster hit recovery) the zon starts at 11 frames (An improvement)
with 0% FHR, and increases one frame at a time at 6%(10), 13%(9), 20%(8),
32%(7), 52%(6), 86%(5), 174%(4) and 600% for 3 frames. FHR on the bowazon is
a moot point at best, as she should be avoiding hits at all costs, so it
serves little use than to escape mind blast and leap. 32, 52, or 86 are all
decent frames, and are relatively easy to get.

[AE] Weapons:
A very quick note about Faith, all GMB (Grand matron bow)
Faiths -must-, and I mean must, have level 13 or higher fanaticism if their
user wants to wear a fortitude while getting the highest attack speed
possible. A level 12 fanaticism (Lowest possible) will be too low for a fort
wearer to get the last BP with.

Hydra bows, such as WF, will require 292% IAS (Increased attack speed) for a
7 frame guided or regular arrow (Uses standard attack frames. Not applicable
for strafe.) This is impossible for a hydra bow (Unless, of course, it’s a
shael’d hydra…) to get without use of fanaticism. 8 frames requires 147% IAS
(Possible) while just below that at 9 frames, only 89%. Anything less than
that will be lacking for PvP. As for strafe with a hydra bow, you will reach
new breakpoints at 11% IAS, and 120%.

The matriarchal bow offers the lowest damage, highest dex requirement, and
the highest speed. Ideal for someone using an enigma and poison charms.
Without fanaticism, you will need 142% IAS for a 7 frame attack, 75% for a 8
frame, or 42% for 9 frames. As for strafe, it will already be near it’s
maximum speed. You will require only 60% IAS to reach the last breakpoint.
However, with a level 13 fanaticism… Well, with a level 13 fanaticism, you
require 16% IAS for 8 frames, or 46% for 7 frames. Strafe will require, get
this… 9% IAS.

The Grand Matron Bow (Henceforth GMB) when made into a faith, can hit the
highest speed while offering the highest damage (For that speed) As
mentioned earlier, if the bow possesses less than level 13 fanaticism, it is
impossible to get the last breakpoint without use of IAS armour (Causing you
to lose 140% ED that fort offers over it a 160/60 (160 ed/60 IAS armour))
But, assuming a level 13 fanaticism, you will require 95% IAS for a 7 frame
guided arrow (3.5 attacks a second) This is possible to obtain, and
restricts gear, severally, but also offers the highest damage-to-speed
ratio, making it ideal for hybrids and/or physical based bowazons. And
incase you cared to know, you will require 37% IAS to reach the last strafe
breakpoint.

Keep this in mind when selecting your gear...

[AF]
People seem to think my explanations of gear choice are long winded,
so, you can skip the section after this one if you don’t care to read it.
Ideal gear in short:
Lightning hybrid (AKA Typical PvP zon):
GMB Faith, Fortitude, Cat’s eye, Raven frost 2X, nosferatu’s coil/Siggard’s
stealth, 120/45 helm, 20 IAS/KB gloves, War travelers/rare boots, Titan’s
revenge/Lacerator/doom, StormSheild.

Poison-charm based:
Matriarchal faith, Enigma, Cat’s eye, Raven frost 2X, verdungo’s, cleglaw’s
pincers, gore riders (May as well get a little extra damage in), wizard
spike, Stormsheild.

Cold based:
Mav’ania’s Set, Raven frost 2X, eye of etlitch, resistance boots.

Fire based:
The Fire based bowazon is almost exclusively for PvM, and without high-end
gear, she will struggle.
HoJ (Hand of justice), 2 bow skill/20% IAS gloves, H.lord’s wrath, Razor
tail (Piercing attack), Raven Frost, dual-leech ring, Harlequin Crest, res
boots.

Strafer:
Faith or Wind force, 160-60 armour, 120-45 helm, dracul’s grasp (Life tap
proc), Atma’s scarab (Amp proc), Raven frost, leech ring, gore riders
(Crushing blow, while reduced on arrows, racks up on bosses), resistance
belt.

Poison/bowa hybrid:
CTA bow (Hydra, GMB, matron, ward…), enigma, titan’s revenge, stormsheild,
bul-kathos’ wedding band (skill), raven frost, 40% run/walk/res boots,
trang-oul’s claws (25% poison skill damage), verdungo’s hearty cord.


[AG] General Gear:
Most bowazons, regardless of build, skills, stats, or even play style, will
wear mostly the same gear. Notable exceptions shall be noted. (Without the
slightest hint of irony…)

Helm:
The standard bowazon will wear a 120/45 helm. That is, a helm that gives
120% ED (Enhanced damage) and 45% IAS. The best helm to make it in is of
course a jeweller’s what-ever of something-with-life. The 45% IAS is
required for any Fort/GMB faith based zon to reach her last breakpoint.

Exceptions to this: The poison/bowa-hybrid. A poison/bow hybrid will get a
higher yield out of a Harlequin Crest (Shako) due to the +2 to skills
(Easily 10K damage on plague javelin) Cold-based bowazons may opt. for a
full mav’s set, which takes the helm slot. Fire based zons may also opt. for
a shako.

Weapons:
As discussed a bit earlier, the three primary bows are Matriarchal Faiths,
offering the highest speed and lowest damage; GMB Faiths, offering the
highest damage to speed ratio, and the unique hydra bow “Wind force” for the
cheap-o solution. Physical based bowazons/light-hybrids will almost always
opt for the GMB, while any other can use pretty much any type of bow.
Elemental based amazons will want speed over power, and poison-java hybrids
will likely use a CTA bow.


Weapon switch:
Every zon, even if its not a hybrid, should keep a stormsheild and titan’s
revenge on switch, unless they plan to use a lacerator for the proc bug. A
doom axe is also a good weapon for repulsing paladins and other amazons, but
not so hot vs. barbarians. A shield on switch, be it a stormsheild or
whitstan’s guard (Another block-based shield. Very quick to block, with
little dex investment. No DR or res, however), can increase the lifespan of
any amazon by over 50%.

Armours:
Depending on the type of amazon, they will wear one of three armours. For
the poison based and poison hybrids, enigma is a fantastic armour, giving
run/walk as well as teleport and skills. For the non-faith based bowazon, a
160-60 armour is almost a must (160% ED/60% IAS) But for faith based
bowazons, another armour opens up; Fortitude. Fortitude offers the highest
boost to damage from armour, as well as a good life and resistance boost.
The downside is that is lacks IAS. This isn’t usually a problem, as faith
based amazons can still get the last breakpoint (Assuming the GMB users have
level 13+ fant)

Amulets:
The bowazon has an amulet made specifically for her -- The Cat’s Eye. The
amulet offers dexterity (Increasing damage) IAS (Required for GMB users to
reach the last BP) run/walk (See: Bugs) and some negligible defence. You
know, incase defence really matters on a zon. Alternatively, the poison/bowa
hybrid should look at a high lord’s wrath (Similar mods, but no
dex/run/walk, in-lieu of 1 skill) or a mara’s kaleidoscope, again, for
skills, and possibly resistances.

Rings:
Regardless of the zon type, at least one ring will be a raven frost. The
dex, cold absorb, mana, and cold damage all help the bowazon. For secondary
rings, leech and/or resistances make a nice booster for any zon,
particularly if it’s the zon’s only source of leech. As for ring stats, try
to aim for dex (Adding damage, and making it easier to use bows) or just use
a second raven frost (Far easier to get, and just as effective)

Gloves:
The bowazon can get allot, or very little from her gloves, but it all
depends on what bow the amazon is using. If the amazon is using a wind
force, nearly any gloves are good, looking for chance to cast XX, stats,
IAS, and/or resistances mainly. But, if the zon is using a faith, she
requires knock-back from somewhere. This somewhere is her gloves. For
matriarchal faiths, due to the low IAS requirement for the last breakpoint,
cleglaw’s pincers make fine gloves, offering slow and knock back. For the
mat. Faith users, any gloves with knock back are sufficient.
For the GMB faith users, however, not just any pair of gloves are fine… No.
She requires 20 IAS/KB gloves. Nothing less. Without the IAS, the highest
frame she can hope to attain is 8, but without the KB, she’ll find herself
having some problems versus paladins and assassins. But, for the poison/bowa
hybrid, yet again, trang-oul’s claws are ideal, offering 25% more poison
skill damage (On gloves)

Boots:
Boots to a bowazon are like dirt to air. They really don’t do much for each
other. The bowazon should look for resistances, run/walk (Again, see bugs)
and/or stats. Gore Riders, while I hear them recommended often, are not so
hot for a bowazon. Critical and deadly strike do -not- stack. At 70%
critical strike, if it fails to proc, 15% isn’t going to do much past that.
As for the open wounds, the damage is severely hindered versus players, and
evermore at range. War Travelers, however, offer a flat 15-25 damage. That
may seem laughably low, but on non-dex based hybrids, it adds roughly 280
damage to guided arrow (560 after critical strike), which isn’t too shabby
for boots.

Belts:
The bowazon, again depending on her build, can look for a couple things in
her belt. If she doesn’t need IAS, then verdungo’s hearty cord is a great
option, allowing her to get some DR (Damage reduction) on, even with her bow
out. For GMB faith based fort zons, you will need a Siggard’s
stealth/Nosferatu’s coil for the 10% IAS it provides. If neither option
appeals to you, look for stats/res/FHR/leech on a rare or crafted belt.
Elemental based zons may consider looking for a razor tail, as it will allow
their arrows to strike multiple targets in a line, either stacking the
damage from multiple explosions, or hitting multiple targets to freeze.


Charms:
The charms will cater to the bowazon’s desires. If the zon wants to abuse
the desynch error, she will opt for maximum damage charms (Grand, or small,
it all depends on how much Run/walk she gets from elsewhere) with run/walk,
while most other zons (Poison and poison/bowa-hybrid excluded.) will want
maximum damage small charms with life or resistance mods. Even plain maximum
damage charms are a huge help, more than doubling (Quadrupling, if you
factor in deadly strike) the damage she out-puts per arrow.
Cold based bowazons should horde as many cold small charms as they can. For
each second of chill duration, freezing arrow gains 1 second of freeze time.
(Isn’t displayed, but is also applicable for the splash radius.) As for the
fire based amazon, bow skill grand charms are a must, boosting her already
low damage to something capable of hurting critters.
The poison/java-hybrid will get the bulk of her damage from javelin skill
charms, and poison charm based zons, of course, require poison charms in
general.

[AH] Skills/Stats:
Bowazons can opt for one of two routes for stat placement: Glass cannon (No
vit, high dex. Highest physical yield.) or vitality based (More hp, slightly
lower damage) It is all personal preference. If you’re planning on using a
whack of 20 life charms, you will have enough hp to get by with the dex
build, but otherwise, vit tends to fair better.

In general, all physical based bowazons (And even some strafers) will sink
20 points into guided arrow, and then spread the rest of their points out
amongst their passive skills. Hybrids will of course go for the hybridising
skills.

The general lay out is: 20 guided arrow, enough for level 12+ critical
strike, enough for level 11+ on all the dodges, and 1 into valk (Valk its
self is useful, as are all the skills needed for it (‘cept maybe inner
sight)) More points past that increases the %s, but usually by only 1 or 2%.
Of course, if you have enough points to spare, they are best put into avoid
and evade.
The dodge skill is somewhat moot, as it only dodges melee skills while
standing still (And how often are you standing still while someone swings at
you?) therefore making evade a better choice.
Avoid helps with invisible projectiles, or when just having a shoot-out.

For the light hybrid, it is the same general lay out, but with 20 points
into lightning fury. Their dodges tend to only be a fewer levels lower, but
they do require a higher level to obtain the same effect. The added
versatility of lightning fury out-weighs this, however.

For the poison-bowa hybrid, the skills have shifted significantly. 20 poison
javelin, 20 plague javelin, 20 guided arrow, 10 critical strike, then as
much into evade as possible. The poison-bowa hybrid should never stop
moving, therefore making the other dodges moot.

The Cold bowazon will obviously work on her cold skills, however, a note
comes up: While freezing arrow is her primary attack, ice arrow, a synergy,
will only add 2 seconds over all to it. A single raven frost will add just
as much. If you’re really desperate for 2 seconds of freeze duration, you
may consider putting 20 points into it, but they are better spent on passive
skills. Otherwise, 20 cold arrow, 1-20 ice arrow, 20 freezing arrow, 11x
into each dodge, then distribute the rest amongst the other passive skills
(Valk, for example.) Pierce can increase the over-all effectiveness of
freezing arrow by a substantial amount. Pierce will allow the arrows to
strike multiple targets in a line, and if the initial target is within the
range of splash, effectively doubling the damage.

The fire bowazon has low damage, and must milk each and every one of her
skills for the most damage possible. Typically, she will fire an immolation
arrow, and follow up all subsequent attacks with exploding arrows until the
timer wears off. As such, 20 points into all three of her fire based skills
is a must. Again, standard distribuititions of passives. Valk will, again,
make an excellent tank for PvM. Pierce deserves at least 5 points.

The strafer will shift to hitting as many targets as possible in as little
time as possible, as much as possible. As such, 20 points into strafe will
bring up the damage, number of targets, but not attack rating. “Penetrate”
another passive skill of the amazon, gives attack rating. 20 points is
nearly a must. A couple points into pierce will also allow the amazon to hit
even more targets, if they’re in a line. If 20 units are huddled together,
the amazon can usually hit at least 15 of them, thanks to pierce. As for the
dodges, avoid and evade will serve her best.

[AI] PvM:
PvM can be treated the same for all physical bowazons, and hybrids therein,
but for the elemental bowazons and the strafer, it varies for each of them.
The typical engagement will consist of the bowazon baiting the monsters into
a clump so she can shoot the majority (If not all of them) at once with her
arrows, while finishing off the stragglers with guided arrows, or just more
arrows of the appropriate type. Strafers however can fire at will from
nearly anywhere. Faith based amazons can simply resort to spamming
multi-shot, if they are feeling lazy, but magic arrow helps to deal with
physical immunes.

PvP:
The elemental bowazons and the strafer shall be excluded, and only the
notable exceptions to standard “Shoot and dodge projectiles”, as well as
advice for some of the unique projectile skills, shall be given.

Amazons:
Two types of amazon are a threat you to. The poison javelin amazons should
not get into range. If the lightning javazon gets you into range, you’re
pretty much dead.

Bowazon vs. bowazon:
-Will usually consist of long-ranged spamming. You yourself can do this, and
hope your opposition is none to bright. But, to help ensure victory, toss
your valk up, and a decoy in front of you. This will soak up an arrow or
two, allowing time to withdraw your shield. And do withdraw your shield. If
her arrows are getting closer, take your shield out and take a few steps to
the side, and continue firing. Always attempt to approach her while firing
arrows; many bowa vs. bowa duels end with the javelins out. If at any given
point and time you’re both on the same screen, pull out your javelins and
shield, and proceed to -walk- to her for jabbing purposes. If she runs when
you approach, swap back to your bow, fire a couple shots at her, and draw
your shield again. She will likely turn back to fire once she notices that
you’re stopping. As for the poison hybrid: Good luck. If you get close
enough to land a hit with your javelins, she’ll be doomed, but otherwise,
you’ll have to play like a bowazon.

Barbarians:
All barbarians, regardless of being war cry based, or whirl-wind based, will
teleport onto of you to do their damage. With knock back, the bowazon can
mess around with teleport on the barbarian, forcing him to either take
damage, or use another mode of transport. At the point where he lands on
you, immediately withdraw your shield, and move. The barbarian will usually
carry on for awhile in a whirl-wind, effectively giving you free shots. If
he is low on hp, lightning fury can also help to take off the last bit of
HP. If he is highly aggressive and using short whirl-winds, light fury him
until he starts breaking down into long ones, at which one step off and
shoot from a range. Do not try to tank him unless he is low on hp. War cry
based barbarians can be defeated by simply running south and shooting one or
two arrows at a time.
As for poison-java based hybrids, he has to come to you to do damage.

Sorceresses:
Most sorceresses will die in only a few arrows. Few sorcs posses eshield,
block, and/or high life. For the poison/bowa-hybrids, your best bet it to
harass the sorceresses into coming near you.

Fire based: Fire ballers (FBers) usually use one of two tactics: Teleport on
and shoot, or play range and spam. Both tactics are bad for the sorceress.
If she decides to play range, shooting one or two guided arrows (As they
travel faster, and home) will force her to move or take a hit, while you can
simply side-step to avoid the incoming fire balls. Cause, you know, its not
a good idea to get hit in the face by balls. If she attempts to
teleport onto you and shoot downwards simply set traps with your arrows. Its
really quite simple, simply move the cursor about half-way across the screen
upwards and fire a guided arrow. When she teleports onto you, the arrow will
come back at her, forcing her to either back off, or take a hit.

Lightning based: Lightning sorceress will play similar to fire based
sorceresses, but may spam large fields of charged bolts. These will mess up
your passive skills, badly, so avoid them, even if they do low damage.
Otherwise, they can be treated like a FB sorceress with a passive attack.

Orb based: Frozen orb, due to it’s multiple hitting nature, will again mess
with your passives. Even if you can easily take the orb’s damage, don’t.
You’ll be stuck in dodging animations so much you wont be able to get a shot
off, making it fruitless. Other than that, standard “Run and shoot”

Blizzard: Blizzard sorcs will attempt one of two things, they will either
teleport onto you and attempt to ice blast, or they’ll shoot blizzards at
you from as far away as possible. When a blizzard pops up on you, you can
either stand in it and hope your passives will save you, or you can run out
of it, quickly. The best way to deal with the blizzard sorceress is to
simply not hold still for more than a few seconds at a time.

Druids:
All melee druids should be shot down long before they get to you. Fire
druids are minimally threatening, as long as you don’t stand in volcanoes.
Windies, however…

Wind druids: Any wind druid that attempts to play long-range versus a
bowazon is just asking for it, as such, he will always attempt to teleport
on you. However, due to his minions, the usual “dodge and shoot” tactic
doesn’t work too well. Hurricane can also cause some problems with
dodge-desynch. The best course of action is to pull out your shield and move
to just out-side the hurricane radius, and start tossing lightning furies.
Or substitute lightning fury for multi-shot, if you’re using a lacerator.
The druid, when he notices his minions are dead, will either teleport on you
again trying to finish you, or run off to re-cast them. Either way, shoot
him. Repeat if necessary.
As for the poison/bowa-hybrid, he must come into your range, and plague
javelin will penetrate his minions. It can also kill him through his minions
if he has only 1 hp.

Assassins:
The majority of assassins are trap based, and are the very definition of
“dodge and shoot”, but, the Wwsin, however requires a bit of planning to
deal with.

Wwsins: Most times the Wwsin can be shot down before she even reaches you,
but in the event that she is enigma based, or hybridised with traps, things
change. The good wwsins, even if they only have one point in it, will
attempt to stun lock you with wake of fire (Or lightning sentry in the case
of ghosts) and then dragon flight you once you retreat from the radius. For
this reason, you should with-draw your shield each time a trap pops up, and
move. Once she dragon flights you, you can do three things; you can jab her,
this works as the wwsin has low hp and defence in comparison to most melee
duellers; you can lightning fury her, keeping your block up, or, you can
move away from her and shoot arrows. A good gauge for the general skill of
the wwsin is what it takes to kill them.

Necromancers:
Necromancers are either very hard, or very easy. Your biggest threat will
come from bone prison, otherwise in a manner duel, they do not stand much of
a chance. No notable exceptions to “dodge and shoot”

Paladins:
Hammerdins are another case of “dodge and shoot”, while FoHers are a simple
matter of stand and shoot. The smiter, on the other hand…

Smite based:
Smite based paladins have one tactic: Charge up to target, and smite. Smite,
while dodgable should not be risked. By setting traps with arrows, you can
abuse the lowered block-rate of the paladin in mid-charge. Shoot the arrows
slightly behind him, for example, and they will come back at him. If timed
right, he will charge and be hit by the arrows. In the quite likely event
that he proceeds to click and hold charge, withdraw the shield and either
start flinging lightning fury, or set yourself to walk and slowly walk away
from him. He will often attempt to smite, at which point you can simply set
yourself to run, swap to the bow, and get a couple arrows off.
__________________

Last edited by Elysian_Rsa; 09-24-2009 at 12:52 AM.
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