Thursday, April 19, 2012

D2LoD (1.10 On) Teamfare Guide V1.2 for DIII.Net PvP

D2LoD (1.10 On) Teamfare Guide

Version 1.2 for DIII.Net PvP


By Cormac McArt

1. Intro & Explanation

Team versus Team is the better part of PvP. D2LoD is pretty much about Party work. The presence of so many Auras, Curses and Warcries indicates it. Every character has specific profile, thereby is better suited for certain tasks and less suited for other. Only in (relevant) Team, as a whole, the downsides disappear and all that’s left is Power!

Teamfare is a word I derive from Team Warfare for short and for cool. I don’t call it Team Duelling because Duel is something between two opponents and it is often restricted to be GM, while Team Warfare (from now on Teamfare) is in my view - by all means, therefore I won’t treat GM in this guide.

Generally in all combats - be it PvP or PvM - the aim is to Kill the Enemy, not just to Wound them, nor to Frighten them but to Kill them! I feel I need to elaborate: The aim in combat is to Kill the Enemy while you try Not to get Killed! Often this is quite hard to do, as in some even battles where you can’t say who will fall first even in the last seconds. Therefore I make it easier by changing it into: The aim in combat is to stay Alive while you’re trying to Kill the Enemy! Cowardly? No - wise and a matter of choice. So I build my Teamfare philosophy about Staying Alive!

I truly believe D2LoD characters are built to be helping one another, not just dealing Damage and maintaining Defence, so if you don’t find ways to do it , you are likely be failing in either staying alive or killing. My Teamfare philosophy has 3 pillars:

2. Pillars

#1 Principle - Attack Facilitating!:

An already High Attack becomes Immense when Facilitated! Here are concrete examples:

Smiterdin & Lightning Javazon - Fanaticism is Increasing Lightning Java's AS , PD and AR!

Auradin & Lightning Javazon - Conviction is Increasing Lightning Java's Lightning Attacks’ Damage Upon Convicted Enemies!

Necromancer with Lower Resist & Elemental Sorceress - All her Elemental Spell-casts’ Damage is Increased Upon Cursed Enemies!

Necromancer with Amplify Damage & Bowazon - Physical Damage Taken +100% Upon Cursed Enemies!

#2 Principle - Stunning!:

Long Range Stun & Knockback Skills are something amazing, with or without additional Damage with them, they Interrupt and Impede the Enemies they’re applied to, immobilizing them for that time, thus making them fair Targets, with only a few exceptions that can Evade that! Here are the only examples:

Barbarian with Leap /, Assassin with Mind Blast & other Fighters - Their Leap/Mind Blast Interrupts and Impedes any Enemies they Catch so they are easier Preys at those moments for the Allies!

#3 Principle - Protecting and Tanking!:

Adequate Protecting and Tanking means Lasting Team! Here’s how To and how Not to:

An orderly Teamfare Scenario would be:

The BvA Leads On Top, Bo-ing In time his Team, Leaping constantly, the Hammerdin rapidly makes Hammer-fields within BvA's Leap Radius, with Concentration Active and the Bowazon Follows from the Rear, Loaded with Arrows, Firing constantly GA & MS towards her Teammates, any spotted Enemies and Tactical Directions!

A messy Teamfare Scenario would be:

The Bowazon Tanks, and has Lack of Arrows, the BvA follows from the Rear , Not Bo-ing before his Bo Wear off, Not Leaping, the Hammerdin has gone Far off with his Aura Out of Range Upon his Team!

These Pillars of Teamfare support the 2 Storeys of Surviving and Killing!

3. Storeys

1st - Surviving:

There are two ways for Surviving: Avoiding Attacks and Standing Attacks. Avoiding Attacks can be done by Escaping from them, by Hindering the Attacker from making them, by providing an “Obstacle” between the Attack and the Teammate/s (against some Attacks) and by providing Field of Death by Area Effect/Trap/Ranged Attacks upon and all about the Teammate/s so Low-Range Attacker could not make it “alive”. Standing Attacks can be done by the means of Life (and Mana with ES Sorceresses), Defense , Block, Reduction, Resistance, Absorption, Length Reduction and some special character Skills.

2nd - Killing:

Killing is best to do from Range and by Range I mean Long Range. Thus the Great Chance to “Stumble” upon Something Big while you’re Rushing Onward to Attack is Nullified!

Now I am talking of what I call – Ranged Attacker! They are required to have Very High Damage Attacks (Facilitatable) and Very High Speed of Attacking with them - this is Team’s Killing Tool!

Now, I did mention Facilitating for reason - it is likely the Enemy to be prepared for Standing Attacks – Reduction, Resistance etc. and this is where Facilitating comes to Counter, even Negate these Preparations! Facilitating is to, somehow, Enhance the Attack by either Positively Buffing the Ally or Negatively Debuffing the Enemy, either “Cast” on the Ally or on the Enemy and it is often Great deal because often it is a matter of Hundreds of Percents in either Buffing or Debuffing!

4. Roles/Classes & the Characters

A) Ranged Attackers & B) Facilitators:

The Ranged Attacker with their Facilitator can Greatly Excel even the Irresistible Top-notch Magic Casters despite the popular belief! Here’s a combined list of eminent Ranged Attackers with their Main Attack/s and Damage and their suitable Facilitator:
Bowazon - Guided Arrow - Ranged, Homing, Undefendable Attack; Multiple Shot - Ranged, Multiple Arrows at Once Attack; Strafe - Ranged, Auto-Aiming, Multiple Attack - Physical Damage:

Necromancer with Amplify Damage - Physical Damage Taken +100% ;

Paladin/s with Concentration/Fanaticism/Might On - Physical Damage Enhanced;

Sorceress with Enchant - Fire Damage Added
Blizzardess - Blizzard - Area Effect Attack; Ice Blast - Ranged Attack - Cold Damage:

Necromancer with Lower Resist - “Piercing” Cursed Enemies’ Elemental and Poison Resistances;

Paladin with Conviction On - “Piercing” Convicted Enemies’ Elemental Resistances in Range
Fireceress - Fireball - Ranged, Splash Attack; Fire Bolt - Ranged Attack; Hydra - Trap-like Attack; Meteor - Area Effect Attack - Fire Damage:

Necromancer with Lower Resist - “Piercing” Cursed Enemies’ Elemental and Poison Resistances;

Paladin with Conviction On - “Piercing” Convicted Enemies’ Elemental Resistances in Range
Lightningceress - Lightning - Ranged, Piercing Attack; Chain Lightning - Ranged, Chain Attack - Lightning Damage:

Necromancer with Lower Resist - “Piercing” Cursed Enemies’ Elemental and Poison Resistances;

Paladin with Conviction On - “Piercing” Convicted Enemies’ Elemental Resistances in Range
B) Stunners:

The Stunner Ensures the Kills, the Stunner Secures the Team from Kills - who’s like The Stunner!? Here are listed the only two Long Range Stunners along with their Stun’s Description:
Assassin with Mind Blast - Stun Skill which: is FCR-Dependent, Average area spread, Knockbacks Multiple times, Lasts for some seconds, has some Physical Damage along which is good for Finishing Enemies, Can act in Distance of Several “Screens” by Name-lock and Can be overcome by WSG, Charge and Whirlwind
Barbarian with Leap, Maxed - Knockback Skill which: is Uninterruptable, Non-FCR/IAS-dependent, Knockbacks every Enemy within its slightly larger than Visibility Wide Radius for about a second after Leap, Can be overcome by Charge and Whirlwind
C) Protectors:

Defensive Auras, Field of Death and Fortification are the options from which you can choose to Protect your Team! Here is a limited list (since Hindering and providing an “Obstacle” are already “occupied” by Other 2 Team Classes along with others) of prominent Protectors with their Kind of Protection/s:
Bonemancer - Fortification of “Obstacles” by - Bone Wall all about the Teammates to Block Enemies from Reaching them, except by Dragon Flight, Leap, Leap Attack, Teleport and Whirlwind (it is wise to use that only if your Teammates have Dragon Flight/Leap/Teleport or you Doom your Teammates to stay Blocked there, though you can choose to perform Limited Protection by Limited Walling for Manoeuvrability)
Hammerdin - Field of Death by - “Ranged” (actually Trap-like) Attack - Blessed Hammer - upon and all about the Teammate/s
Healerdin - Recovering from and Standing Attacks by - Holy Bolt - Rapidly Replenishing Life of an Ally “Hit” by it (one Ally at a time); Cleansing (“backed” by Prayer) - Replenishing Life and Reducing Poison and Curses Length/Duration; Meditation (“backed” by Prayer) - Replenishing Life and Regenerating Mana; Salvation - Stacks Elemental Resistances (%)
D) Tanks:

The Tank is expected to be on the Front Line, Taking Freely Attacks (that cannot be avoided) for the Ranged Attacker and any other Fragile Teammate/s, Without Suffering Stun and preferably to be Melee Attacker , Chasing Down quickly any nearby Enemy (without straying off the Team), therefore there are very few Characters that Fulfil that much Surviving features. Here’s a list of elite Tanks with their predominant Surviving feature/s, Main Attack, Additional Attacks and Damage types:
Tele Whirlwind Assassin - Weapon Block can Block even Spell-casts, Cannot be Stun-locked, Can WW through Any Non-Environmental Obstacle, Can Dragon Flight, Can Mind Blast, Nearly Immune to Poison and Curses due to Fade, Has Powerful Shadow Master/Warrior - Whirlwind - Melee Attack-Move, Can Tele-WW - Physical and Poison Damage; various Traps - Fire/Lightning Damage
Tele Whirlwind Barbarian - Great Life, Cannot be Stun-locked, Can WW through Any Non-Environmental Obstacle , Can Leap, Can have High or Max Block while still having High Life - Whirlwind - Melee Attack-Move, Can Tele-WW; Frenzy - Dual Wield , “Charged-Up true to its namesake” Melee Attack; War Cry - FCR-Dependent Low Range Stun Attack - Physical Damage; Berserk - Defense Nullifying Magic Melee Attack - Magic Damage
Melee Shielded Paladin - Decent Life, Great Defense, Max Block, Nearly Immune to Poison and Curses due to Cleansing, Cannot be Stun-locked, Can Heal, Can Regenerate, Moves Rapidly with Charge - Charge - Knockback-ing, Non-IAS-dependant Melee Attack-Move; Smite - Undefendable , Unblockable , Knockback-ing/,Stunning Melee Attack; Zeal - Multiple Melee Attack - Physical Damage
5. Scenarios

A 4-Person and 3-Person Teams Can Choose Any Team Scenario, while 2-Person Team has a Limited Choice.

A Team that has at least Stunner (who is also a Tank) and Ranged Attacker (be it Facilitatable or not) has the Full Choice between Fortification and Horde:

Fortification - The Fortification Scenario is simple and effective. It resembles a Group of Archers in Howdah on a War Elephant - Firing from Range and Safety! “The Archer/s” is the Ranged Attacker/s and the “Safety” Area is provided by the Stunner - Exclusively - Leapbarian.

The Team Moves within Barbarian’s Leap Radius , with only the Tank (other than the Barbarian) being allowed to go slightly Further occasionally, so the rest of the Team Sticks by the Barbarian, Doing their Part from there. The Barbarian constantly Leaps shortly (not Long Leaps) and is Not allowed to Run/Walk, only to Alternate Teleport with Leap for Faster Advance.

The Fortification Scenario promises Enemy Kills of Leap-locked fools stepped into Leap’s Radius.

Though it doesn’t protect you from Off-Screen Projectiles (the Tank cannot be everywhere) nor gives much Chance to Catch Defensive Enemies.

Horde - The Horde Scenario is true to its namesake. Everyone can be Anywhere but All together.

It is to employ Stratagem/s in order to get the Upper hand. Tactics such as Luring, Surrounding 2 vs. 1 and so on are to take place in.

The Horde Scenario promises Contact with the Enemy.

Though it means you are Exposed to Constant Danger.

6. List of All 52 Cons-Free Teams with their Tactics

3v3

Bowazon & Bonemancer & BvA - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the BvA Stuns.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Bowazon & BvA & Hammerdin - The Bowazon Fires, the BvA Stuns and the Hammerdin Spins Fields of Death.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvA & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Fireceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Lightningceress - The Novamancer Lower Resist-s, BoneWall-s, Fires and Jumps, the BvA Stuns and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

4v4

Bowazon & Hybridsin & Bonemancer & Novamancer - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the Novamancer Lower Resist-s, Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank

Cons: Absent None

Bowazon & Ghost/Hybrid-sin & Bonemancer & BvA - The Bowazon Fires, the Ghost/Hybrid-sin Tele-WWs/Stuns, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the BvA Stuns.

Pros: Present Ranged Attacker, Facilitator, Stunner (Double), Protector and Tank (Double)

Cons: Absent None

Bowazon & Hybridsin & Bonemancer & Dreamdin - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the Dreamdin Tanks with Conviction On.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Bowazon & Ghost/Hybrid-sin & Bonemancer & Hammerdin - The Bowazon Fires, the Ghost/Hybrid-sin Traps and Stuns/Tele-WWs, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the Hammerdin Spins Fields of Death.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector (Double) and Tank (Double)

Cons: Absent None

Bowazon & Ghost/Hybrid-sin & Bonemancer & Healerdin - The Bowazon Fires, the Ghost/Hybrid-sin Traps and Stuns/Tele-WWs, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the Healerdin Supports.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank

Cons: Absent None

Bowazon & Ghost/Hybrid-sin & Bonemancer & Meleedin -The Bowazon Fires, the Ghost/Hybrid-sin Traps and Stuns/Tele-WWs, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the Meleedin Tanks.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Bowazon & Ghost/hybrid-sin & Bonemancer & Windruid - The Bowazon Fires, the Ghost/Hybrid-sin Traps and Stuns/Tele-WWs, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the WIndruid Fires and Jumps.

Pros :Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Bowazon & Hybridsin & Novamancer & BvA - The Bowazon Fires, the Ghost/Hybrid-sin Traps and Tele-WWs/Stuns , the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the BvA Stuns.

Pros: Present Ranged Attacker, Facilitator, Stunner (Double), Protector and Tank (Double)

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Dreamdin - The Bowazon Fires, the Hybidsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Dreamdin Tanks with Conviction Active.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Hammerdin - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Hammerdin Spins Fields of Death.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector (Double) and Tank

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Healerdin - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Healerdin Supports.

Pros: Present Ranged Attacker , Facilitator, Stunner , Protector (Double) and Tank.

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Meleedin - The Bowazon Fires, The Hybridsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Meleedin Tanks.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Blizzardess - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker (Double), Facilitator, Stunner, Protector and Tank

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Fireceress - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker (Double), Facilitator, Stunner, Protector and Tank

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Lightningceress - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker (Double), Facilitator, Stunner, Protector and Tank

Cons: Absent None

Bowazon & Hybridsin & Novamancer & Windruid - The Bowazon Fires, the Hybridsin Traps and Stuns/Tele-WWs, the Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps and the Windruid Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Bowazon & Bonemancer & BvC & Hammerdin - The Bowazon Fires, the Bonemancer Amplifies, Fires and Jumps, the BvC Stuns/Tele-WWs and the Hammerdin Spins Fields of Death..

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector (Double) and Tank (Double)

Cons: Absent None

Bowazon & Bonemancer & BvA & Healerdin - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Healerdin Supports.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank

Cons: Absent None

Bowazon & Bonemancer & BvC & Meleedin - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps, the BvC Stuns/Tele-WWs and the Meleedin Tanks.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Bowazon & Bonemancer & BvC & Windruid - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps, the BvC Stuns/Tele-WWs and the Windruid Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Bowazon & BvC & Hammerdin & Healerdin - The Bowazon Fires, the BvC Stuns, the Hammerdin Spins Fields of Death and the Healerdin Supports.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank (Double)

Cons: Absent None

Bowazon & BvC & Hammerdin & Meleedin - The Bowazon Fires, the BvC Stuns/Tele-WWs, the Hammerdin Spins Fields of Death and the Meleedin Tanks.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Triple)

Cons: Absent None

Bowazon & BvC & Hammerdin & Windruid - The Bowazon Fires, the BvC Stuns/Tele-WWs, the Hammerdin Spins Fields of Death and the Windruid Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvA & Dreamdin & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Dreamdin Tanks with Conviction One and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvA & Dreamdin & Fireceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps , the BvA Stuns , the Dreamdin Tanks with Conviction On and the FireceressFires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvA & Dreamdin & Lightningceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns , the Dreamdin Tanks with Conviction On and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvC & Hammerdin & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvC Stuns/Tele-WWs, the Hammerdin Spins Fields of Death and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank (Double)

Cons: Absent None

Novamancer & BvC & Hammerdin & Fireceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvC Stuns/Tele-WWs, the Hammerdin Spins Fields of Death and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank (Double)

Cons: Absent None

Novamancer & BvC & Hammerdin & Lightningceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Hammerdin Spins Fields of Death and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank (Double)

Cons: Absent None

Novamancer & BvA & Healerdin & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Healerdin Supports and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank

Cons: Absent None

Novamancer & BvA & Healerdin & Fireceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns , the Healerdin Supports and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank

Cons: Absent None

Novamancer & BvA & Healerdin & Lightningceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Healerdin Supports and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector (Double) and Tank

Cons: Absent None

Novamancer & BvA & Meleedin & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvC Stuns, the Meleedin Tanks and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvA & Meleedin & Fireceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns Tanks, the Meleedin Tanks and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvA & Meleedin & Lightningceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvC Stuns, the Meleedin Tanks and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Double)

Cons: Absent None

Novamancer & BvA & Blizzardess & Fireceress - The Novamancer Lower Resist-s, Fires and Jumps, the BvA Stuns, the Blizzardess Fires and Jumps and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker (Double), Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Blizzardess & Lightningceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Blizzardess Fires and Jumps and Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker (Double), Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Fireceress & Lightningceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Fireceress Fires and Jumps and Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker (Double), Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Blizzardess & Windruid - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Blizzardess Fires and Jumps and the Windruid Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Fireceress & Windruid - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns, the Fireceress Fires and Jumps and the Windruid Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Lightningceress & Windruid - The Novamancer Lower Resist-s, BoneWall-s, Fires and Jumps, the BvA Stuns, the Lightningceress Fires and Jumps and the Windruid Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

BvC & Dreamdin & Hammerdin & Blizzardess - The BvC Stuns/Tele-WWs, the Dreamdin Tanks with Conviction On, the Hammerdin Spins Fields of Death and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner, Protector and Tank (Triple)

Cons: Absent None

BvC & Dreamdin & Hammerdin & Fireceress - The BvC Stuns/Tele-WWs, the Dreamdin Tanks with Conviction On, the Hammerdin Spins Fields of Death and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner Protector and Tank (Triple)

Cons: Absent None

BvC & Dreamdin & Hammerdin & Lightningceress - The BvC Stuns/Tele-WWs, the Dreamdin Tanks with Conviction On, the Hammerdin Spins Fields of Death and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator (Double), Stunner Protector and Tank (Triple)

Cons: Absent None

BvA & Dreamdin & Healerdin & Blizzardess - The BvA Stuns, the Dreamdin Tanks with Conviction On, the Healerdin Supports and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank (Double)

Cons: Absent None

BvA & Dreamdin & Healerdin & Fireceress - The BvA Stuns, the Dreamdin Tanks with Conviction On, the Healerdin Supports and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank (Double)

Cons: Absent None

BvA & Dreamdin & Healerdin & Lightningceress - The BvA Stuns, the Dreamdin Tanks with Conviction On, the Healerdin Supports and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank (Double)

Cons: Absent None

7. FAQ

Q: Who is supposed to be Leading the team and giving Commands while in battle?

A: It’s the most logical to be the Tank since he/she is the one on Top and the most Threatened.

Q: Why haven’t you listed Hybridsin as Ranged Attacker?

A: Because Trap , although does Fire away it has First - to be Laid and Second - to Detect an Enemy in order to Fire , which is not as nearly as Firing Directly at Top Speed.

Q: Why haven’t you listed Barb for his Bo and Druid for his Oak among the Protectors?

A: Because every other Character can Bo by CtA and summon Oak of HotO but there are No Other Characters that can Bone Wall Unlimitedly , nor to be Making High Damage Hammer-fields , nor to Have 2 Auras to Work Simultaneously.

Q: Why you have listed only Hammerdin as Field of Death Protector , since Trapsin and Blizzardess have similar ability?

A: Because it’s the Hammerdin who Can Cover an Area with the Highest Number of Powerful Attacks , unlike the Blizzardess whose Blizzard covers Small area , has Casting Delay and Lasts Briefly or the Trapsin whose Lightning Traps are likely to Miss Moving Targets and Fire Traps Do Little Damage.

Q: There are more High Life and Defense Characters like Melee Shapeshifter Druids than just the Three Tanks you Listed , why do you Ignore them?

A: Because they Miss a Distinguishing Tank Quality - Stun-Overcoming! WSG is Not even close! Charge and Whirlwind are the only Skills with This Quality! Without it - your Tank is Doomed!

Q: What is it Ghost/Hybrid-sin and why do you alternate it with Hybridsin?

A: With Ghost-/Hybrid-sin I mean that either Ghostsin or Hybridsin can be used - where there is No Facilitator or there is Physical Damage Facilitator and where there is Elemental Damage Facilitator (even if there is Physical as well) I put Hybridsin.

Q: Why you mention one time BvA and another time BvC?

A: With BvA I indicate - Shield and High/Max Block and with BvC - Dual Wield and Higher Damage. I put BvA where there’s no Facilitator for him and where the Ranged Attacker i.e. Bowazon or Sorceress is without Hammerdin to Protect her and BvC in the contrary cases.

Q: It seems you’ve described the Hammerdin in the sets also as Tank , while he is not listed as Tank in the Tanks section?

A: The Hammerdin possesses all Tank Features but being Melee Attacker , but Blessed Hammer Attack at first is like Melee (Close) Attack and then Strays and also he can Equip Grief while Keeping Highest FCR and can Charge Deadly (there’s a “hybrid”build about this called Liberator)!

Q: With Barbs and Assassins one time you mention Tele-WWs/Stuns and another Stuns/Tele-WWs?

A: The one before the “/” is to be used More Often and the other after the “/” More Seldom due to specific Circumstances.

Q: Why have you have listed only Dreamdin and not Auradin (Dual or more Elements) or Dragondin?

A: Because the Dreamdin , unlike the other Auradins , has only the Shield and the Helm Occupied as Holy Shock Items , thus having Free Weapon and Armor Slots where belong Grief and Enigma/Fortitude/Shaftstop which make him such an Elite Tank , besides Facilitator!

Q: Is to Tank the only thing that the Meleedin is to do?

A: Tanking is quite Complex Role , as described in Tanks section , - Being On Top , Leading his Team along , Tanking Attacks that are About to Hit Weaker Teammates and Rushing to Attack (unless you’re Barb and the only Tank and Stunner) Intruding Enemies! I put above all Tanks the Paladin Tanks - No Stopping Charge , No Getting Away from (the Insanely Fast) Charge and with Grief in hand every Impact Hurts to Death!

Q: What’s that - Windruid - didn’t you Spell-check?

A: Windruid is derivative from Wind Druid , such as Bowazon from Bow Amazon and many others.

Q: Why haven't you listed Trapsin as Stunner?

A: Because she can be Stunlocked. I've listed Hybridsin which can be Trapsin with Chaos and Cannot be Stunlocked.

Q: Why haven't you listed Lightning Javazon as Facilitatable Ranged Attacker?

A: Because she is can very easily be Nerfed even totally Negated and Lightningceress represents Lightning Damage and Cannot be Nerfed like her.

8. Glossary

Words are listed and described in the order of their appearance in the text.

D2LoD - Diablo 2 Lord of Destruction

PvP - Player versus Player

GM - Good Mannered

PvM - Player versus Monster

AS – Attack Speed

PD - Physical Damage

AR - Attack Rating

BvA - Barbarian versus All

Bo - To Cast Battle Command and Battle Order (and if you are a Barbarian – Shout too).

GA - Guided Arrow

MS - Multiple Shot

ES - Energy Shield

FCR - Faster Cast Rate

WSG - Weapon Switch Glitch.

IAS - Increased Attack Speed

WW - Whirlwind

Tele-WW - Teleport-Whirlwind

vs. - versus

Fire (the verb) - Attacking from Afar

Jump (verb) - Attacking Close to or with Tele-stomp particularly onto Stunned Enemy/ies

BvC - Barbarian versus Caster

Meleedin - Melee Shielded Paladin (described in Tanks section) with Fanaticism

FAQ - Frequently Asked Questions

Q - Question

A - Answer

CtA - Call to Arms runeword

HotO - Heart of the Oak runeword

9. Outro

Congratulations if you just read this whole large guide dedicated to Teamfare!

You deserve it!

Note 1: Character classes are mentioned from left to right as they stand by the camp fire at the Select Hero Class scene In-game.

Note 2: Skills are mentioned alphabetically.

Note 3: In spite that I haven’t recurred a Character in a Team it doesn’t mean that it cannot be Successful Scheme.

This is DIII.Net PvP Adapted Version and is shorter than Version 1.1.

For there are plenty of people raging against this work I adopt this wise principle:

"Never argue with idiots - they bring you down to their level and then beat you with experience."

Much love!|||Clash of the week #1:

Bowazon & Bonemancer & BvA - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the BvA Stuns.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None
vs.
Bowazon & BvA & Hammerdin - The Bowazon Fires, the BvA Stuns and the Hammerdin Spins Fields of Death.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank (Double)

Cons: Absent None

Analysis:

Both teams are Bowazon based and secured by BvA. Which means that "Entrance" is not likely to happen. For the Bonemancer Team it won't because he is Bone Wall-ing for Charge Entrance, other than the BvA is Leaping. For the Hammerdin Team it won't happen because the Bonemancer can't get past Leap (unlike Paladin) , other than the Hammerdin is Hammerfield-ing. So both Teams will Rely on their Bowazon to Damage.

Bonemancer's Bowazon is Facilitated by his Amplify Damage and Hammerdin's Bowazon is Facilitated by his Concentration. Amplify Damage Facilitation is Stronger than Concentration Facilitation, but the Bonemancer has to get in Range to Curse while the Hammerdin Facilitates the Bowazon while sticking by her.

The Bonemancer Team cannot counter the Hammerdin Facilitation, while the Hammerdin can, by switching to Cleansing to remove the Curse but in this time he doesn't Facilitate the Bowazon.

The Secondary Attackers are both irresistible Magic Casters but only the Bonemancer is straight Ranged so his Team will Double Fire while the Hammerdin Team, Single. However the Hammerdin may Desynch Invisible, Scouting through Leap Radius in search of Crack through the Bone Wall and may Reach In and Devastate the Enemies with Hammerfield.

Since the Hammerdin reliably Protects his Team, the BvA may go Offensive from time to time which is Risky however since he is Close-Quarter Meleer. The Bonemancer's BvA cannot afford that since he is the only Protector from Tele-Aproaches but if he goes Offensive on an Amplified Enemies, it will be Destructive.

Very Balanced Clash.|||for these


Quote:




Novamancer & BvA & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Fireceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Novamancer & BvA & Lightningceress - The Novamancer Lower Resist-s, BoneWall-s, Fires and Jumps, the BvA Stuns and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None




instead of BvA how about hybrid ww sin?|||Quote:








for these


Quote:




Novamancer & BvA & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None




instead of BvA how about hybrid ww sin?




Such Set is OK. It even offers more Offense. And at first sight it shows no Cons, since the Assassin is also Stunner like the Barb.

However:

1) I have special attitude towards the four Facilitatable Ranged Attackers, namely Bowa, Blizzy, Fireceress, Lightningceress. When there is only one of them in a Team, for sufficient Protection there should be either Ghost/Hybridsin and Hammerdin - who can sufficiently Protect her together, or a BvA - who can sufficiently Protect her alone.

2) Barb's Very High Bo surpasses the Usefulness of the Hybridsin which is why there is a Barb in almost every 3v3 and 4v4 Team worldwide..|||Clash of the week #2:

Bowazon & Bonemancer & BvA - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the BvA Stuns.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None
vs.
Novamancer & BvA & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Analysis:

One of the teams is Bowazon based and the other is Blizzardess based.

Bowazon's Arrows are Fast and either Homing or Large Area Spread and perhaps Knockbacking though Blockable with Shield up to 75% (and MS, Defendable).

Blizzardess' Blizzard is Area of Effect Attack (in Long Range) thus capable of Damaging Multiple Enemies (in it's Small Range) though it has short Casting Delay and her Ice Blast is Ranged but Slow.

The Bowazon Fires with slightly Greater Speed but the Blizzardess is way more Mobile with her Teleport and may Fire, Rapidly Changing Spots (especially if she Breaks Off) in order to Hit.

The Bowazon is likely to have Massive FRW and may be able to Desynch, Attacking Surprisingly though she may Not Pass the Enemy Leap Radius.

Both Teams are secured by BvA. Which means that "Entrance" is not likely to happen since none of the Teammates can get past Leap (except the BvAs who are busy Leaping). So both Teams will Rely on their Facilitatable Ranged Attacker to Damage.

The Bowazon is Facilitated by Bonemancer's Amplify Damage. The Blizzardess is Facilitated by Novamancer's Lower Resist.

Amplify Damage Facilitation - -100% is Stronger than Lower Resist Facilitation - ~-60% but it can be Reduced (DR 50%) to -50% while Lower Resist, together with Blizzardess' Cold Mastery and her -Enemy Cold Resistance Items can Drop Enemies' Resistance to -100% when they Pierce their Stack Resistance (though it may not and Enemies' Resistance may remain Positive even 75% or more).

Both Facilitators have to get in Range to Curse the Enemies so it is unsure whether Facilitation will be done.

Bowazon Team's Secondary Attacker is irresistible Magic Caster while Blizzardess Team's Secondary Attacker is Poison Caster.

Bonemancer's Attacks are Long Ranged and are Homing or Piercing or Multiple.

Novamancer's Poison Nova is Low Range Area of Effect Attack.

This means that the Bowazon Team will Doubly Fire while the Blizzardess Team, Singly.

Bonemancer's Attack Damage is High and Steady while Novamancer's Attack Damage is Varying from Very High with Negative Enemy Resistance to Low with 75%+ Enemy Resistance.

Other than the BvAs Protecting, the Necromancers may Protect too with their Bone Wall-s which in the case of Novamancer's Team will be Appropriate since the Blizzardess can Tele and might Not be for Bonemancer's Team since the Bowazon is Not likely to be able to Tele. In a Non-Tele Bowazon case, the Novamancer might be able to Offend by Bone Prison-ing her.

The Bowazon Team Slightly Prevailing in this Clash.|||Clash of the week #3:

Bowazon & Bonemancer & BvA - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the BvA Stuns.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None
vs.
Novamancer & BvA & Fireceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Fireceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Analysis:

One of the teams is Bowazon based and the other is Fireceress based.

Bowazon's Arrows are Fast and either Homing or Large Area Spread and perhaps Knockbacking though Blockable with Shield up to 75% (and MS, Defendable).

Fireceress' Fireball and Fire Bolt are Fast, Ranged Attacks and Fireball has Splash Effect of 1 yard, capable of Damaging Multiple Enemies within; Meteor is Area of Effect Attack (in Long Range) thus capable of Damaging Multiple Enemies (in its Small Range) though it has short Casting Delay; Hydra is Trap-like, Summon-like Attack that Fires Fire bolts from where it is Cast to any nearby Enemies.

The Bowazon Fires with slightly Greater Speed but the Fireceress is way more Mobile with her Teleport and may Fire, Rapidly Changing Spots (especially if she Breaks Off) in order to Hit.

The Bowazon is likely to have Massive FRW and may be able to Desynch, Attacking Surprisingly though she may Not Pass the Enemy Leap Radius.

The Fireceress has Two sources of Ranged Attack - Herself and her Hydras which gives her Doubly more Offense.

Both Teams are secured by BvA. Which means that "Entrance" is not likely to happen since none of the Teammates can get past Leap (except the BvAs who are busy Leaping). So both Teams will Rely on their Facilitatable Ranged Attacker to Damage.

The Bowazon is Facilitated by Bonemancer's Amplify Damage. The Fireceress is Facilitated by Novamancer's Lower Resist.

Amplify Damage Facilitation - -100% is Stronger than Lower Resist Facilitation - ~-60% but it can be Reduced (DR 50%) to -50% while Lower Resist, together with Fireceress' -Enemy Fire Resistance Items can Drop Enemies' Resistance to -100% when they Pierce their Stack Resistance (though it may not and Enemies' Resistance may remain Positive even 75% or more).

Both Facilitators have to get in Range to Curse the Enemies so it is unsure whether Facilitation will be done.

Bowazon Team's Secondary Attacker is irresistible Magic Caster while Fireceress Team's Secondary Attacker is Poison Caster.

Bonemancer's Attacks are Long Ranged and are Homing or Piercing or Multiple.

Novamancer's Poison Nova is Low Range Area of Effect Attack.

This means that the Bowazon Team will Doubly Fire while the Fireceress Team, Singly.

Bonemancer's Attack Damage is High and Steady while Novamancer's Attack Damage is Varying from Very High with Negative Enemy Resistance to Low with 75%+ Enemy Resistance.

Other than the BvAs Protecting, the Necromancers may Protect too with their Bone Wall-s which in the case of Novamancer's Team will be Appropriate since the Fireceress can Tele and might Not be for Bonemancer's Team since the Bowazon is Not likely to be able to Tele. In a Non-Tele Bowazon case, the Novamancer might be able to Offend by Bone Prison-ing her.

Very Balanced Clash.|||Clash of the week #4:

Bowazon & Bonemancer & BvA - The Bowazon Fires, the Bonemancer Amplifies, Bone Wall-s, Fires and Jumps and the BvA Stuns.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None
vs.
Novamancer & BvA & Lightningceress - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Lightningceress Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Analysis:

One of the teams is Bowazon based and the other is Lightningceress based.

Bowazon's Arrows are Fast and either Homing or Large Area Spread and perhaps Knockbacking though Blockable with Shield up to 75% (and MS, Defendable).

Lightningceress' Lightning is Ranged Piercing Attack and Chain Lightning is Ranged Chain Attack; Nova is Low Range Area of Effect Attack thus capable of Damaging Multiple Enemies within; Charged Bolt is Ranged Multiple Slow Attack with Mediocre Damage; Thunderstorm is Auto-Hitting within Visibility Attack.

The Bowazon Fires with slightly Greater Speed but the Lightningceress is way more Mobile with her Teleport and may Fire, Rapidly Changing Spots (especially if she Breaks Off) in order to Hit.

The Bowazon is likely to have Massive FRW and may be able to Desynch, Attacking Surprisingly though she may Not Pass the Enemy Leap Radius.

The Lightningceress has Auto-Hitting Thunderstorm Attack.

Both Teams are secured by BvA. Which means that "Entrance" is not likely to happen since none of the Teammates can get past Leap (except the BvAs who are busy Leaping). So both Teams will Rely on their Facilitatable Ranged Attacker to Damage.

The Bowazon is Facilitated by Bonemancer's Amplify Damage. The Lightningceress is Facilitated by Novamancer's Lower Resist.

Amplify Damage Facilitation - -100% is Stronger than Lower Resist Facilitation - ~-60% but it can be Reduced (DR 50%) to -50% while Lower Resist, together with Lightningceress' -Enemy Lightning Resistance Items can Drop Enemies' Resistance to -100% when they Pierce their Stack Resistance (though it may not and Enemies' Resistance may remain Positive even 75% or more).

Both Facilitators have to get in Range to Curse the Enemies so it is unsure whether Facilitation will be done.

Bowazon Team's Secondary Attacker is irresistible Magic Caster while Lightningceress Team's Secondary Attacker is Poison Caster.

Bonemancer's Attacks are Long Ranged and are Homing or Piercing or Multiple.

Novamancer's Poison Nova is Low Range Area of Effect Attack.

This means that the Bowazon Team will Doubly Fire while the Lightningceress Team, Singly.

Bonemancer's Attack Damage is High and Steady while Novamancer's Attack Damage is Varying from Very High with Negative Enemy Resistance to Low with 75%+ Enemy Resistance.

Other than the BvAs Protecting, the Necromancers may Protect too with their Bone Wall-s which in the case of Novamancer's Team will be Appropriate since the Lightningceress can Tele and might Not be for Bonemancer's Team since the Bowazon is Not likely to be able to Tele. In a Non-Tele Bowazon case, the Novamancer might be able to Offend by Bone Prison-ing her.

Very Balanced Clash.|||Clash of the week #5:

Bowazon & BvA & Hammerdin - The Bowazon Fires, the BvA Stuns and the Hammerdin Spins Fields of Death.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank (Double)

Cons: Absent None
vs.
Novamancer & BvA & Blizzardess - The Novamancer Lower Resist-s, Bone Wall-s, Fires and Jumps, the BvA Stuns and the Blizzardess Fires and Jumps.

Pros: Present Ranged Attacker, Facilitator, Stunner, Protector and Tank

Cons: Absent None

Analysis:

One of the teams is Bowazon based and the other is Blizzardess based.

Bowazon's Arrows are Fast and either Homing or Large Area Spread and perhaps Knockbacking though Blockable with Shield up to 75% (and MS, Defendable).

Blizzardess' Blizzard is Area of Effect Attack (in Long Range) thus capable of Damaging Multiple Enemies (in it's Small Range) though it has short Casting Delay and her Ice Blast is Ranged but Slow.

The Bowazon Fires with slightly Greater Speed but the Blizzardess is way more Mobile with her Teleport and may Fire, Rapidly Changing Spots (especially if she Breaks Off) in order to Hit.

The Bowazon is likely to have Massive FRW and may be able to Desynch, Attacking Surprisingly though she may Not Pass the Enemy Leap Radius.

Both teams are secured by BvA. Which means that "Entrance" is not likely to happen. For the Novamancer Team it won't because he is Bone Wall-ing for Charge Entrance, other than the BvA is Leaping. For the Hammerdin Team it won't happen because the Novamancer can't get past Leap (unlike Paladin) , other than the Hammerdin is Hammerfield-ing. So both Teams will Rely on their Facilitatable Ranged Attackers to Damage.

The Bowazon is Facilitated by Hammerdin's Concentration. The Blizzardess is Facilitated by Novamancer's Lower Resist.

Lower Resist Facilitation together with Blizzardess' Cold Mastery and her -Enemy Cold Resistance Items is Stronger than Concentration Facilitation, but the Novamancer has to get in Range to Curse while the Hammerdin Facilitates the Bowazon while sticking by her.

The Novamancer Team cannot counter the Hammerdin Facilitation, while the Hammerdin can, by switching to Cleansing to remove the Curse but in this time he doesn't Facilitate the Bowazon.

Bowazon Team's Secondary Attacker is irresistible Magic Caster while Blizzardess Team's Secondary Attacker is Poison Caster.

Both Teams' Secondary Attackers are not Straight Ranged so both Teams will be Singly Firing.

Hammerdin's Attack Damage is Very High and Steady while Novamancer's Attack Damage is Varying from Very High with Negative Enemy Resistance to Low with 75%+ Enemy Resistance.

Since the Hammerdin reliably Protects his Team, the BvA may go Offensive from time to time which is Risky however since he is Close-Quarter Meleer.

If Novamancer's BvA is loaded with Poison Small Charms, his Whirlwind will receive Facilitation on Lower Resist-ed Enemies.

The Bowazon Team Slightly Prevailing in this Clash.|||wind druid is much better than you seem to give them credit for. hoto oak and druid oak is completely different.|||Quote:








wind druid is much better than you seem to give them credit for. hoto oak and druid oak is completely different.




Nice to hear from you, @links! Now, my response:

In team sets list terms, it appears that I give them credit as much as their presence is 14+% of all 4v4 cons-free team sets. 7 out of 47.

And yes, HotO Oak Sage is weaker than Windy Oak Sage. It is a number of factors that made the portion of Windruid presence in the team sets list above and Windruid's Oak Sage significance over HotO Oak Sage wasn't that strong factor to outweigh.

Looking forward to hear from you,

Cormac McArt

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