V: Dueling:
This is mainly a build geared to destroy casters, however, I will be posting strategies against melee characters. Keep in mind that you will not have much success against melee characters with good gear.
Keep the following in your stash: (suggestions assuming you are playing 1x absorb item limit: rule common in many private dueling leagues)
Maras
1x Whisp protector
1x Raven Frost
1x Hotspur boots
Resist ScS (Prismatic or with cold or lightning resist)
FHR scs
Um’d and Shael’d arreats
Vs. casters, anyone can stack absorb and win, however, because of my personal ethics, and the fact that dueling leagues don’t accept insane absorb, I will keep gear switching to a minimum. Heck, you will rarely need it!
Sorceress:
Fireball:
For the most part, you will be able to tank fireballs. This matchup is fairly good for
you, however, equipping hotspur boots makes it GG.
Lets say a fireball sorceress does 20k damage. Due to the PvP penalty, it does 3,400 damage. Now, with hotspurs on, you will have 90% Fire resists stacked. 3,400 becomes a mere 340 damage, which you can tank easily with over 6k life.
Because of the lack of damage they do against you, you will be on the offensive. Simply try to predict where they tele and let loose a warcry. If you hit them once with warcry, you have plenty of time to follow up before they recover. Then, game over.
Against 200% FCR fire sorcs, predict their tele and cast warcry in advance. If the tele in the warcry circle, you got em! They are fast, watch out. However, they do much less damage than normal fire sorceresses, so you can tank them without a problem
Lightning:
Good ones will do 50k damage, which is hard to tank. You may choose to equip a Whisp protector instead of an soj for added affect
50k damage may seem like a lot, however, lightning has a pitifully low minimum damage. Don’t let numbers scare you
50k damage becomes 8,500 damage with the penalty, and goes down to a mere 2,125 after 75 resists. If you were to get 90 resists or some absorb, the damage would be next to nothing. Keep in mind that the numbers listed are the MAX DAMAGE numbers.
You will be able to tank for the most part, but don’t get too comfortable; a couple of lucky high damage shots can send you ailing.
Again, just try to get them with one warcry. Once you do, GG
Cold:
The one matchup that you may require more resists and absorb, for cold mastery sends your resists plummeting. Don’t let the resist display fool you, the actual number could be -200% lower.
Stack up on your resist charms, put on maras, and you may choose to equip a raven or two. (Two is illegal in fair dueling leagues) Natural resists will help you stack even more.
If the sorceress is a blizzard sorc, they can kill you fast. It may take 2-4 hits for them to finish you off.
If against an orb sorc, you are at ease. Teleing away from the orb will let you escape relatively unharmed.
Like the other sorceresses, try to get a warcry on them.
Necromancers:
Poison:
Laugh in their faces, their poison nova does absolutely nothing. If they cast lower resist on you, you still have 75+ stacked resists in hell. Put on sandstorm trecks for the GG.
Tank em, and warcry em. Very simple, and effective. It is good to catch them while they are recasting their golem.
Beware of bone armor, if they are using the marrow bug (which is illegal in most dueling leagues), their bone armor will absorb your warcry. Warcry should wear it down fast, unless they keep recasting it *cough*BM*cough*.
Still, bone armor won’t be very strong.
Bone:
Very, very annoying, especially if they are utilizing the marrow bug. They will use bone armor, and they will use it to annoy the living heck out of you.
If you are playing in a league (Which means no marrows and no bone armor recasting), wear down their bone armor slowly. You should have enough life to tank 7-8 spirits, so don’t be stupid.
Once you hit the soft, juicy center with warcry, GG.
Summoners:
This is your best matcup, and a fun one too. You can do so much to them, that they will break down sobbing at the keyboard.
You have a faster tele, utilize this fully
Howl makes their skellies run away for 40 seconds+. You will have a lot of fun with this…
Warcry completely immobilizes their army, as well as them
Again, beware of the marrow bug + bone armor, however, it will be much weaker than the bone necro’s.
Assasins:
Lightning Trappers:
Interesting duel. Their lightning traps won’t do too much damage (about ~400 max damage each, less if you are using absorb) however, their mindblast can hurt.
Against a trapper who is camping within his own trap field, I recommend teleing in and out of the trap field to waste some of the trap charges. Teleport very randomly, you do not want to get hit by mindblast. It is a good idea to catch him while he is recasting his traps and warcry on him. This will immobilize him, and you can tank his 1-2 traps that are out at the moment while you lock him down.
A trapper who is chasing after you is much easier to fight. They will not be in their trap field often. Lure them into chasing you, then turn back and warcry him. GG
NOTE: It is a very good Idea to get 200% FHR when fighting trappers. Get some FHR GCs and small charms, and switch to your shael'd arreats
Fire trappers:
Again, their fire traps will do next to nothing to you (wake of fire does less than 50 damage a shot without absorb. Less with hotspurs) However, they can put you into mindblast lock easy and fast. Once in the lock, it will be very hard to get out, and they will make it worse by tossing in 6-7k fire bombs, which will still deal ~300 damage.
Use the same tactics as a lightning trapper, except be alert. Once you get mindblasted, you have a poor chance of winning.
No good fire trapper will ever be offensive. If you have one chasing after you however, turn back and tank him, he will be a noob.
200% FHR here is also a good idea.
Again, it takes one warcry to have him in a lock of pain.
WWsins
Very, very annoying, but not impossible. You cannot be stunned in WW animation, and they will use it to piss you off.
The worst thing is their claw block, which can block your warcry 60% of the time at high levels. Stunlocking them is hard, really hard.
If they are just Wwing at you and doing nothing else, you have a tough match of attrition ahead of you. Simply wear down their life one warcry at a time. Never stay put, cause their WW hurts!
Against a more defensive Wwsin, who is seeking to stunlock you, teleport in and out of the traps fast. If you catch him while he’s casting, you will be able to hit him a few times.
If they DF you, RUN! If you warcry them, they will block it, and WW right in to you. The ones with good reflexes won’t even give you a chance to warcry before they are tearing you apart.
You have a lot of life, but it can go away fast! You may be able to tank quite a few whirlwinds. Use your survivability to your advantage.
Martial Artists
They have claw block, watch out! You will be able to tank them for the most part, so just keep warcrying!
Ghost sins:
Like a Wwsin, but 10 times worse for you…
They have the advantage of mobility, and they can catch up to you fast.
The best strategy is to predict it’s teleport, as you can get a few cheap shots in if you catch them off guard.
Paladins:
Hammerdin:
Sneak in to the hammer holes and warcry. This will seal the deal most of the time.
Good hammerdins do around 12k damage, which becomes 2k after the PvP penalty. This way, you will be able to take 3-4 hammers before you kick the bucket. Don’t be stupid!
FoH:
With their convition, you will need to stack some resist. Go ahead and get your maras, resist SCs, and Um’d Arreats out. This should provide a lot of relief. If you choose to equip a whisp protector, it will help you a lot.
Convition will do -150 resists at most. Counteract this accordingly.
Their FOH will do 4-6k. After PvP penalty, that’s about 1k damage. 1k becomes 250 if you have good resists. Remember, get high resists!
Try to predict their tele and go in for the kill with warcry.
Hybrids (V/t, mage, ect.)
Beware, they hurt!
They are all about unpredictability, so don’t go looking for patterns.
The only advice I can give you is to play very conservatively…
Chargers:
Beware, you have no blocking!
They will hurt, a lot. If you want to equip a shield, do so.
Tele out of their namelock range, then come in very randomly and warcry. If you get them in stunlock, it will help a lot.
Zealers:
Very hard duel. Period.
I have not found a good consistent way to beat them yet.
Amazons:
Bowazon:
Their arrows hurt, but behind that is a meaty juicy center. Warcry it for the win.
You will dodge arrows rather easily with teleport. Just head right to them.
Teleporting in a semicircle approach to them is the best way to kill them.
CS Zons
Haven’t found one yet!
However, basically, you want to wear down their life slowly
If you get them in stunlock, Have fun!
Barbarians:
WWbarbs
Definetely your worst matchup. WW cannot be interrupted, and worst of all, by switching to 2 wizzies, they can catch up to you very easily.
Pray, and wear down their life one warcry at a time…
Concentrate barbs:
I haven’t faced one yet, and I am not familiar with their capabilities in dueling
I cannot help you here
Singers
The mirror match is always fun.
Stack on FHR, and may the best reflexes win!
Druids
Wind Druids:
Tele right next to them and lock them down.
After a while, cast howl on their spirit, to get rid of it.
Keep spamming warcry for the win
Their tornado can do up to 1k damage to you, beware!
Don’t tele in their hurricane, or you can be locked down
Fire Druids:
Very annoying, a stray armageddon meteor from above can ruin your day.
Beware of volcano, it can kill.
Approach these like a windy druid, except tele a little away from them to hit them with the middle part of warcry.
Rabies druid:
Their rabies will bring you down to 1 health. Beware!
Locking them down with warcry however solves all problems.
Fury druid
Get rid of their oak sage and lock them down.
This is a very uneventful duel.
Locking them down can be harder than I make it seem. Don’t take this match like a cakewalk
VI: Disclamers and Special thanks
This guide is the work of myself, and do not duplicate it without consulting me.
Works Consulted:
http://zelaron.com/forum/showthread...8155#post448155 - For FCR tables
http://www.forumplasma.com/viewtopi...4d535e0413c5af8 - for inspiration and an outline
http://www.battle.net/forums/board....mName=d2-skills - For learning how to construct a guide effectively
Special thanks to Raziel and pwnage1354