@ ShazamLie i do not rate auradins at all especially in tvt all u do is charge with an aura...
However i see some logic to ur team but for it to work for me is to have all different types of elements as the auradin has conviction say a fire auradin for more range, then a cold sorc and a trapper 3 elements are hard to beat.
but then again 1 char alone can ripp all of these chars, a well played/ built hammerdin and possibly windy due to hammerdins stack abilities could pretty much make the aura look like nothing windy has natural protection from this however trapper is the only real weakness.
Psn necs are a liability as it has to get relatively close to land a nova vs a well stacked hammerdin or windy..
Bottom line i know u said gm duel but i beileve gm duel a hammerdin can still tank all 3 elements depending on gear etc to kill this team i would bring a windy + hammer
MMmm, auradins are good tvt because they kill druid summons, bowzons, and hit lots of characters at once (i know the damage is pidly). But with a grief they can also smite/charge alright. The conviction is beyond helpful, but the range is short, but auradins are good sources of conviction because they don't have to stop very often, meaning they don't get caught often, as opposed to infinity sorcs or foh'ers.
Psn nec's actually can be great damage dealers, their nova range is huge, they only have to spam it once every 2 seconds meaning they can be in and out better than other chars.
I can see how a hammerdin team has a fair chance to tank this team, but windies < trappers. But still, to effectively tank this team, you need to counteract 150 conviction + 60ish lr = 210 stack on top of facet'd gear. And even if you do manage to 210+ stack, and get enough poison length reduction gear to counteract the double poison duration in hell, you will severely hamper your characters. With the 85% max stack and one abs rules, an fb sorc will still do some serious damage. They are one of the chars that can do decently 1v4 because of fast cast rate + huge tanking options + spam.
I like this team because there are no real "positions" everyone can play everywhere. The auradin just has to be near the other team to get pulse damage + conviction + random charges. Poison nec just tele's away and leavs a nova here and there, (my friends nec has hit all 4 opposing chars in one nova before, ofc he died but they got screwed up lol). Its basically guerilla warfare because this team has the advantage in range as opposed to teams who depend on windies/bvc/hammers. Trying to chase a high damage, fast defensive team is annoying like crazy. And camping teams get owned by pulse + fb spam + traps