Guru
Premium Member
DDr's is out of date, so I thought I'd make a new one in an attempt to make the stickies more up-to-date
Stats:
Str: 106
Dex: 222 (/w items) @ clvl 99, and 2 less per lvl. So if you're 98, you only need 220
Vita: Rest
Nrg: Base
Skills:
WW: Max
BO: Max
Shout: Max
Axe Mast: Max
Iron Skin: Stack
Inc Speed: 1-14 (with items) - This depends on how much chasing down you plan on doing. If you want to stick with melee, put just 1 in here, but if you plan on running after casters you'll want to get it to lvl 14 /w items.
Zerk: 1
Battle Command: 1
Prerequisites: 1
Items
Melee:
Hat: Arreats Face /w ed/str jewel
Shield: Stormshield /w ed/str jewel
Boots: Gore riders
Gloves: Draculs
Ammy: Angelics
Rings: BvB - Angelics, If you're dueling melee as in using zerk or conc and need CNF, then use raven and an angelics
Belt: Verdungos
Weapon/Armor: eth Razors edge/Fury/Fortitude will give you the most overrall damage, but personally I like banking on Beast/Duress for the extra AR. They are about even though IMO
On switch: 2x wc weopons unless you feel like being really 133t, than use 2x 3+ CTA
Charms: As many 3/ar/20's as you can get, Anni, 20+ life sc's, and one or two+ WC gc's w/ good life are optional
Vs Casters ~(This section might be slightly flawed)
Hat: Arreats Face /w Um or ed/str jool
Shield: If you are dueling someone like a FoH pally and need a 4 topaz shield for resist, use it. Otherwise it's usually a waste to use a sheild vs casters
Gloves: Dracs
Boots: Gores
Ammy: Depends a lot on who you are dueling...If you need general resists, use maras, if you need fire resist use rising sun, if you dont need resists from an ammy use cats eye
Rings: Use the proper absorb rings, or, if you dont need absorbs/CBF, use a pair of BK rings for life
Belt: Verdungos or TGods if you are dieing for help vs lightnight
Armor/Weapon(s): If you want to tele, use enigma+beast/grief. Otherwise use Fort+grief/beast, since grief/fort will give more raw damage, which will be more useful vs caster
On switch: 2x wc weopons unless you feel like being really 133t, than use 2x 3+ CTA
As many 20+ life sc's w/ resists as you can get, anni, 20+ life sc's, and one or two+ WC gc's w/ good life are optional
Dueling Strategies
I'm going to keep this section brief, since most duels are pretty straight forward and you will develop your own strategys after time..
Barb vs Barb
Patience is important here. You can try to let them WW first, then step out of the way, then WW into them while they aren't spinning and get them into block lock, or just target them straight up. But it should be said that should always count to 7 or 8 after you hit them before hitting them again - since open wounds dont stack and thats where most of your damage is coming from.
Barb vs Hammerdin
These have always been easy for me, but I've heard others complain about them. Be patient and make them tele on top of you, then WW out of the hammer radius in the direction of the blind spot. If they are patient too, and just stand there casting hammers, you could always try to get a widowmaker (though you'd lose life) or throw wc weapons at them to try and provoke them. Be ready to hit 'w' though..
Thats all I got for now, I might add more later and I'm sure I made some mistakes/typos.
Comments/Suggestions/Death threats?
Stats:
Str: 106
Dex: 222 (/w items) @ clvl 99, and 2 less per lvl. So if you're 98, you only need 220
Vita: Rest
Nrg: Base
Skills:
WW: Max
BO: Max
Shout: Max
Axe Mast: Max
Iron Skin: Stack
Inc Speed: 1-14 (with items) - This depends on how much chasing down you plan on doing. If you want to stick with melee, put just 1 in here, but if you plan on running after casters you'll want to get it to lvl 14 /w items.
Zerk: 1
Battle Command: 1
Prerequisites: 1
Items
Melee:
Hat: Arreats Face /w ed/str jewel
Shield: Stormshield /w ed/str jewel
Boots: Gore riders
Gloves: Draculs
Ammy: Angelics
Rings: BvB - Angelics, If you're dueling melee as in using zerk or conc and need CNF, then use raven and an angelics
Belt: Verdungos
Weapon/Armor: eth Razors edge/Fury/Fortitude will give you the most overrall damage, but personally I like banking on Beast/Duress for the extra AR. They are about even though IMO
On switch: 2x wc weopons unless you feel like being really 133t, than use 2x 3+ CTA
Charms: As many 3/ar/20's as you can get, Anni, 20+ life sc's, and one or two+ WC gc's w/ good life are optional
Vs Casters ~(This section might be slightly flawed)
Hat: Arreats Face /w Um or ed/str jool
Shield: If you are dueling someone like a FoH pally and need a 4 topaz shield for resist, use it. Otherwise it's usually a waste to use a sheild vs casters
Gloves: Dracs
Boots: Gores
Ammy: Depends a lot on who you are dueling...If you need general resists, use maras, if you need fire resist use rising sun, if you dont need resists from an ammy use cats eye
Rings: Use the proper absorb rings, or, if you dont need absorbs/CBF, use a pair of BK rings for life
Belt: Verdungos or TGods if you are dieing for help vs lightnight
Armor/Weapon(s): If you want to tele, use enigma+beast/grief. Otherwise use Fort+grief/beast, since grief/fort will give more raw damage, which will be more useful vs caster
On switch: 2x wc weopons unless you feel like being really 133t, than use 2x 3+ CTA
As many 20+ life sc's w/ resists as you can get, anni, 20+ life sc's, and one or two+ WC gc's w/ good life are optional
Dueling Strategies
I'm going to keep this section brief, since most duels are pretty straight forward and you will develop your own strategys after time..
Barb vs Barb
Patience is important here. You can try to let them WW first, then step out of the way, then WW into them while they aren't spinning and get them into block lock, or just target them straight up. But it should be said that should always count to 7 or 8 after you hit them before hitting them again - since open wounds dont stack and thats where most of your damage is coming from.
Barb vs Hammerdin
These have always been easy for me, but I've heard others complain about them. Be patient and make them tele on top of you, then WW out of the hammer radius in the direction of the blind spot. If they are patient too, and just stand there casting hammers, you could always try to get a widowmaker (though you'd lose life) or throw wc weapons at them to try and provoke them. Be ready to hit 'w' though..
Thats all I got for now, I might add more later and I'm sure I made some mistakes/typos.
Comments/Suggestions/Death threats?