GG Team Setup?

atenza

Banned
GG Team Setup?

Hey.. my friends and I have already played these classes, but never at the same time, so we're wondering if you think they'd make a good team for 3v3 duels or 2v2..

1. No block necro, 1pt clay golem

2. BvC or BvA, (me) using doom/doom or grief/beast

3. WW/Trap Hybrid, 63 Fcr, maxed venom, high lvl fade, near maxed trap synergies

Together I would think this combo would destroy many others. Leap + MB is hard to escape from esp. with two WW's doing different types of damage, a 5-6k dmg light sentry, and BS/spears for long range or stunning.

I can't think of a combo that could beat this if we are well prepared.

Would destroy windies + hammerdins, the standby of almost all teams..
 

atenza

Banned
jmsplat said:
Libby + bowazon ftw
Trap + BS snipe, = ftw! Libby is darn useless vs. this team IMO unless you catch someone off guard. Bowazon goes down in 1-2 trap salvos or a few spirits = gg?

Necro has bonearmor for recasting should he occasionally get multi spammed, and trapper has claw block. Barb can just leap in place for them should the libby try attacking. And once the libby is locked down with mb/traps/bs/ww/leap, a bowazon by herself is a joke
 

jmsplat

Diabloii.Net Member
Nah the conced arrows will hit quite a few times before your team gets in place. Oh and it ain't that easy to stunlock a pally using conc (20% uninterruptable attack) and charging. Desync hammers should take out some minions and the arrows should do the rest. As for the trapper, NL charge using doom is deadly.
 

atenza

Banned
jmsplat said:
Nah the conced arrows will hit quite a few times before your team gets in place. Oh and it ain't that easy to stunlock a pally using conc (20% uninterruptable attack) and charging. Desync hammers should take out some minions and the arrows should do the rest. As for the trapper, NL charge using doom is deadly.
My team doesn't need to get in place.. Alone the necro can in and out (staying offscreen map only distance) snipe the bowzon because of superior movement not to mention its easier to make IBS and u have more targets to aim for. Trapper/ww can tele in lay traps and tele out while still having the traps firing.. all of this takes 2-3 seconds. Charging my friend's assy will get you ww'd while ur block and def is low :shocked:

It is hard to lock a pally, but think about the number of things hitting him.. traps + mb + leap + necro staff, and the occasional ww. You might not kill a GG libby in one go, but a hammerdin essentially cannot attack with hammers, he can only run away. Charging is death, that few frames you swing at someone with your doom, you will get knocked off by leap and then assaulted by spells.

Zon would be GG in a team but I find her lack of movement skills too big an issue. Running simply doesn't cut it anymore, even with vigor... Playing offensively with a zon is a slow slow process (run forward, spam, run again), not to mention pally needs to stay within distance of zon to protect her. Add in another char, our team will still win.

I don't see how a hammerdin or windy can touch us with leap/mb hindering any forward movement. And a hammerdin can't afford to tank and hope a stray hammer hits, they'll have to play defensively.. and that means letting their team fight by themselves :wink2:

All of these builds stand a very good chance of beating a hammerdin 1v1 as well.
 

jmsplat

Diabloii.Net Member
Ok you do have a point :p but this setup usually works well as the bowazon can snipe while the libby concs her and protects with a hammerfield. And my libby hates bone necs and wind druids to death beacuse of minion stack
 

Nab

Diabloii.Net Member
nec/druid/sin/bvc 4v4 GM duels does good
amp, barb BO, druid tankin ele

if i had to pick, thatd be it

and when you say 1pt.golem im assuming you skipped amp? thats a no-no. lvl once more or remake lol
 

HappyAssassin

Diabloii.Net Member
Having played on a team very much like this one (Hybrid + BvC + Windy was mine), it is good but not great. I'm pretty confident in my knowlage of hybrids, and I'd say that a hybrid is less effective on a team than a pure trapper for many reasons (Btw, its 65% fcr bp on a hybrid). One, its a team duel, much harder to sorb a trapper on a team. Two, 102 Fcr Mind Blast is much more effective than 65 Fcr in a fast paced team duel. Three, a hybrid should have more than 5-6k traps, mine are approaching 8k, but even with this, the hybrid's traps are less effective than the trappers. Finally, and most importantly, a hybrid will generally end up traping most of the time in team duels anyway, occationally using a whirlwind on a Bowzon or sorc/necro. Hybrids take time to setup their locks and tele-whirlwinds, something that team duels dont lend themselves too. A hybrid can immobilize and batter another char, but it is vulnerable while it is doing so, and as such good team duelers will hit you while you set up your lock. Considering these things, I submit that a pure trapper would be better on your team than a hybrid.
 

atenza

Banned
Thanks for the advice guys, pretty helpful.

Forgot to mention that our nec has amp o_O, we've been doing an elemental team so far so he hasn't used amp in our priv duels.

Anyways, about the pure trapper thing, isn't it fairly easy to absorb a trapper?? Having made one myself, it only takes two wisps and a tgods to absorb a pure trapper. Those slots are often not necessary for many chars.. and wouldn't the poison/2ndary dmg from the ww be a great help??

I would think it would be best for the sin to only mb 1-2 times and let it rest.. traps/bs/leap will take care of the rest letting you WW in, does it really take that long to lock an opponent while a swirly is up?

And I think the reason your team doesn't do great is because its missing a long range character. :shocked:
 

LorveN

D3 Off Topic Moderator
blobswannabe said:
any nec who doesn't have amp must not duel much.
Lower resist is very useful in team duels, if the team is right. Though, in one way, they have amp as prereq, maybe you meant that way? :azn:
 

Ce Olba

Banned
When I decide to join a team duel, my team, which I usually get together or force together, has pretty much no weakness. Such as Windy+Boner+BvC, where BvCs weakness is BvBs, Nec kills BvBs, Windys Weakness is barbs, Nec/barb kill barbs, necs weakness is es sorcs and windies, bvc kills those. Thus there's no weakness left. Plus, with Amp on the nec, we have a very strong team with 2k nados per hit and ~1200 per grief whirl hit. That's devastating. I never, ever join any team that doesn't have a balance with their weaknesses. If one team shares a weakness, they'll get beaten by that one character alone.
 

HappyAssassin

Diabloii.Net Member
Well, as I said, it's not that great, which is why it's no longer in use. Also, me (the hybrid) and the BvC are no longer in that clan anyway. :undecided:

Yes, if you are playing with sorb, a trapper is negatable, BUT, they can still stun, they can still help. And, if your opponents are using their belt spots and their ring spots, what are they giving up? Well, many, many top chars use those spots to gain FCR and Skills, often res also. Wisps and Tgods give no bonuses that are useful against anything but lightning (except Wisp Oak). Team dueling is all about high damage output very fast. Taking a potential fcr breakpoint and res/hp/skills from your opponents while still stunning them is useful. Also, if you are in GM clan dueling, its only one piece of sorb/stack, which I promise will not take a huge amount of damage off 12k traps.

Finally, and I'm just reiterating, a Hybrid is excellent against a single opponent. As you noted yourself in my guide, it doesnt fair well with multiples of good skill, and in a team duel a skilled team will recognize this. Whirlwind is a good skill in team dueling for hitting one target hard, but the medium strength whirlwind of the hybrid needs to be PERFECTLY coordinated with the BvC to get such a combo to work. Consider your team, you have a spammer (Bone Necro) who creates a field of damage, you have a selective attacker (BvC), and you have a supporter/selective attacker (one or the other, can't be both). The reason my team worked well when it did was that we were all selective attackers, and we could get in the enemies face and ruin their plan. Against a skilled team, this doesnt happen, so you need a more balanced approach. A trapper is a serious support char, it makes other chars around it better by limiting the opponent's choices. One selective, one support, one spam, covering each other, make a very effective team.
 

atenza

Banned
HappyAssassin said:
Well, as I said, it's not that great, which is why it's no longer in use. Also, me (the hybrid) and the BvC are no longer in that clan anyway. :undecided:

did you mean jaja or undefeated? and why'd u leave?? OT from the poster himself...

Anyhoo, nice points about about the trapper as a stronger support char, I'm considering playing the trapper role now as I'm the only who has had any experience with it :afro:
 

Jerion

Diabloii.Net Member
For bm, any hdin with 1 pt convict (hdin, vt, etc) plus fc demolishes publics.
Gm: Just make sure they complement each other. Ie. bvc + nec/hdin
 
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