- Jun 29, 2003
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Makaveli's DvC Fury Werewolf Guide
Makaveli's DvC (Druid vs. Caster) Fury Werewolf Guide
Contents
1. Introduction
1.1 Description
2. Pros and Cons
2.1 Pros
2.2 Cons
3. Statistics
4. Skills
4.1 Summoning Skills
4.2 Elemental Skills
4.3 Shapeshifting Skills
4.4 Extra Skills
6. Equipment
6.1 Weapon Socketing
6.2 DvC Equipment
6.3 DvPhysical Equipment
6.4 Item List
7. Dueling Strategy
7.1 General Strategy
7.1.1 Shift-Fury
7.1.2 Feral Rage Usage
7.1.3 Reshifting
7.1.4 Sages
7.2 Amazon
7.2.1 Bowazon
7.2.2 Charged Strike
7.2.3 Poison Javelin
7.3 Assassin
7.3.1 Trapper
7.3.2 Whirlwind
7.4 Barbarian
7.4.1 Whirlwind
7.4.2 Warcry
7.5 Druid
7.5.1 Elemental
7.6 Necromancer
7.6.1 Poison
7.6.2 Bone
7.7 Paladin
7.7.1 Melee/Smiter
7.7.2 Hammerdin
7.7.3 V/T (Smite-based)
7.7.4 V/T (FoH-Based/balanced)
7.8 Sorceress
7.8.1 Fireball
7.8.2 Blizzer
7.8.3 Orber
7.8.4 Lightning
7.9 Team Dueling
7.9.1 General Tips
1. Introduction
1.1 Description
This build is a primarily a Druid vs. Caster Fury Werewolf build. It does surprisingly well against teleporting characters as it takes advantage of high run/walk speed and range, which allows the Druid to attack from further away than opponents suspect due to the large range and desynch caused by the combination of run/walk and range. While it really cannot compete with pure melee characters, it can be rather versatile to remain competitive with some otherwise difficult opponents.
2. Pros and Cons
2.1 Pros
1) High run/walk and range makes you competitive against characters melee Druids usually cannot even hit.
2) When duelers see Werewolf Druids, they usually dismiss them as uncompetitive and attack rather recklessly, giving you an advantage in public duels.
3) It feels great to kill the great PvP classes with an original, unexpectedly good character!
4) You get lots of life, well over 6000.
5) You get lots of damage, about 13000 (per hit) at 7/4/4/4 attack speed with Oak Sage, up to 17000 with Heart of Wolverine.
2.2 Cons
1) It is difficult, if not impossible, to beat pure melee characters and Smiters.
2) Barbarians cause problems because you cannot hit them with Fury as they Whirlwind (assuming they do it correctly).
3) It is difficult to kill characters with lots of summons.
3. Statistics
Strength: enough to use the weapon with the least amount of +str items you intend to use at once (i.e. hotspurs + verdungo vs. rare str boots + tgods)
Dexterity: enough to use the weapon with the least amount of +dex items you intend to use at once
Vitality: the rest
Energy: none
4. Skills
4.1 Summoning Skills
20 Oak Sage
20 Heart of Wolverine (leave this for last)
1 Raven
1 Summon Spirit Wolf
4.2 Elemental Skills
none
4.3 Shapeshifting Skills
20 Werewolf
20 Lychanthropy
1 Feral Rage
1 Rabies
20 Fury
4.4 Extra Skills
The skill placement listed above requires level 93 with skill quests. If you level above this, you could think about putting extra skills into feral rage or maybe some summons as distractions.
6. Equipment
6.1 Weapon Socketing
The weapon is the most important item for this Druid, but it is truly a must-have for the build. If you cannot get one, you need not read further in the guide. The weapon is an ethereal Tomb Reaver Cryptic Axe with 3 sockets. There are two options for socketing the weapon:
1) Zod + 2x ed/ias Jewels - this socketing will give you a 7/4/4/4 speed, meaning 7 frames between each Fury and 4 frames between each hit within a single Fury.
2) Zod + 2x Shaels - this socketing will increase your speed between each new Fury, making it 6 frames between the end of one Fury and the beginning of another. However, it does not affect the speed between each hit within a single Fury, as it will remain at 4 frames.
I have not personally tried the second option nor do I know anyone else who has tried (there aren't many of us DvC WW Druids around hehe), but I have gotten a new weapon, which I will socket this way and see if it changes anything. I doubt it will make much difference, so I suggest the 2x ed/ias jewel'd one.
6.2 DvC Equipment
This equipment is the normal gear for dueling a caster. Slight modifications are preferred against certain classes, which will be given in the dueling section below.
Helm: Jalal's Mane (Shael'd)
Amulet: 08 Highlord's Wrath (09 will suffice, the 08 just has a nice 30 run/walk)
Weapon: Ethereal Tomb Reaver
Weapon Switch: Call to Arms and Spirit (you may need to use Lidless if you do not have the str for Spirit)
Armor: Fortitude (Enigma is also nice choice for its run/walk, skills, and str)
Gloves: Dracul's Grasp (Steelrend is also a valid option, but I prefer Dracul's for their lower str requirement and Open Wounds)
Belt: Verdungo (or a nice Crafted Blood Belt with Open Wounds and Faster Hit Recovery)
Boots: Rare 30 frw, str, dex, res boots (or Sandstorm Trek)
Ring 1: Ravenfrost
Ring 2: Ravenfrost
Charms: Hellfire Torch, Annihilus, 20-37 max/ar/frw sc's, rest max/ar/life sc's. (I use 28x max/ar/frw sc's with 7x max/ar/life sc's)
6.3 DvPhysical Equipment
This equipment is to be used against characters for whom you need block and/or damage reduce such as melee Paladins, Barbarians, Bowazons, etc. I've never given this out publicly because I thought it was quite clever, but it's all yours now!
Helm: Jalal's Mane (Shael'd)
Amulet: 08 Highlord's Wrath (09 will suffice, the 08 just has a nice 30 run/walk)
Weapon: Ethereal BoTD Berserker Axe
Shield: Stormshield (Shael'd or Eld'd)
Weapon Switch: Call to Arms and Spirit (you may need to use Lidless if you do not have the str for Spirit)
Armor: Twitchthroe (ed/dex jewel'd)
Gloves: Dracul's Grasp (Steelrend is also a valid option, but I prefer Dracul's for their lower str requirement and Open Wounds)
Belt: Verdungo
Boots: Rare 30 frw, str, dex, res boots (or Sandstorm Trek)
Ring 1: Ravenfrost
Ring 2: Ravenfrost
Charms: Hellfire Torch, Annihilus, 20-37 max/ar/frw sc's, rest max/ar/life sc's. (I use 28x max/ar/frw sc's with 7x max/ar/life sc's)
This should provide you with at least 70% block (depending on your level and jewels) and 50% (max) damage reduce.
When AR is needed, you should switch to Angelic Amulet + 1 Angelic Ring.
6.4 Full Item List
This is a list of all the items you should have for the druid:
Jalal's Mane (Shael'd)
Vampire Gaze (Ber'd, preferably the 08 version)
08 or 09 Highlord's Wrath (08 preferred)
Angelic Amulet
Ethereal Tomb Reaver (socketing discussed above)
Ethereal BoTD Berserker Axe
Fortitude Light Armor (or Enigma Light Armor)
Stormshield (Shael'd or Eld'd)
Dracul's Grasp
Death's Gloves
Thundergod's Vigor
Verdungo
Ravenfrost
Ravenfrost
Angelic Ring
Angelic Ring
Rare Boots with frw, str, dex, res (or Sandstorm Trek)
Hotspurs
08 Gore Riders (or War Travelers)
Note: I only carry 1 sorb/max res item per element other than Ravenfrosts because I do not BM duel, but it shouldnt be hard to figure out what more you would need for that, Wisps, Dwarfs, Treachery, etc.
7. Dueling
7.1 General Strategy
7.1.1 Shift-Fury
In order to fully take advantage of this Druid's large range, you need to hold Shift and use Fury simultaneously so you can hit enemies who come too close (although they will not expect you to hit from the distances you are able to). I have a few tips on how to do this well:
1) Some duelers will get into a pattern, which you can predict after a couple times, so that you can get to the place to which they will teleport. Shift+Fury in place, and if they teleport close enough, you will hit them (this druid gets upwards of 13,000 physical damage per hit, so a full Fury will do a LOT of damage).
2) Note the dueler's tendencies. If the dueler likes to teleport on top of enemies to attack, remember that, and Shift+Fury when you think they are about to do this to you.
7.1.2 Feral Rage
1) There are some scenarios in which you will not want to use Fury. These scenarios occur when the enemy has multiple summons. For example, let's say an Elemental Druid has 5 wolves summoned and he teleports on you to attack. If you use Fury, the hits will go wildly from wolf to wolf, rather than hitting the Druid. A much better strategy in this scenario would be to namelock Feral Rage so that you only hit the enemy and not his summons.
However, if the enemy only has a single summon (maybe a Golem or Shadow Master), you should continue to use Fury.
2) Feral Rage is also very nice for its ability to increase your run/walk speed. Some "less than GM" players might charge it up on monsters. =)
3) If you can get the tough namelock of a Druid or Necro under his many summons, try to hold Shift+Feral while maintaining the namelock. This will make you stand in place attacking, but if the enemy does not go out of namelock range (minimap range), you will keep the namelock until they come back for another attakck. When the enemy comes back, you can unexpectedly attack very quickly. This is especially useful against Elemental Druids because they often teleport away to recast summons.
7.1.3 Reshifting
DvC dueling is much different than Melee Druid dueling. In melee, everything is generally very organized and the players agree that when you deshift back to human, the duel is over, but this is not the case in DvC. If you are alive, the duel is not considered over, so if you get down to 1 life and deshift, reshift back to Werewolf immediately to get another chance.
7.1.4 Sages
You should use Oak Sage in the vast majority of matchups, but there are a few exceptions below. Always remember to recast your sage if it dies!
7.2 Amazon
7.2.1 Bowazon
Difficulty: 8/10
Equipment: DvPhysical
This is a very difficult duel because you must take off your Tomb Reaver and duel with the slower, low-damage BoTD. Also, the Bowazon will not likely stop to melee you, so you will need to try to run ahead of her and Shift+Fury. You must attack from ahead to account for desynch from the server, wherein what really happens cannot update in real time, so the running enemy is actually a little further along than he appears on the screen. You probably aren't going to win this duel consistently, but it just is not built for this duel.
7.2.2 Charged Strike
Difficulty: 4/10
Equipment: DvC with Thundergod's
This is not too challenging of a duel (assuming the Amazon is not using Farcast...) because you can really tank her longer than she can tank you. Just chase her and namelock Fury.
7.2.3 Poison Javelin
Difficulty: 7/10 (with Enigma)
Difficulty: 3/10 (without Enigma)
Equipment: DvC with Death's Gloves
This duel is difficult IF the Amazon uses Enigma. If she does not have teleport, just chase her like a Charged Strike Zon, while trying to avoid the Plague Javelins (these have big round poison clouds), do not worry if you run into the Poison Javelins (the lines of poison clouds) as they drain your life VERY slowly. The duel is much more difficult if the Zon has teleport because she can possibly hit you with either Plague or Poison Javelins and teleport away until your life drops. You need to avoid both types of poison javelins and attempt to get close to her so you can attack. Try to use your run/walk as as much of an advantage as possible because she cannot teleport very fast, no matter how much FCR she has, so you can possibly catch up to her unexpectedly after a teleport.
7.3 Assassin
7.3.1 Trapper
Difficulty: 3/10
Equipment: DvC with Thundergod's
This duel is surprisingly easy. If the Trapper just sits on her traps, you have a stalemate, which can occur in many D2 duels, it just comes down to who will play offense. Anyway, if the Trapper is at all active, try to catch her as she moves before she can get down all 5 traps. If you can get her on the run, keep going, but do not chase her if she has been away long enough to cast 4+ traps close together. The only way you can lose this duel is to walk into 4+ traps at once and get locked. With less traps, you can take hits and Mind Blast and continue running without becoming completely immobilized. Sometimes shadows stray from their Assassin, so charge up Feral on the shadow if you get a chance without getting hit, the run/walk can definitely come in handy.
7.3.2 Whirlwind
Difficulty: 7/10
Equipment: DvC
This is a difficult duel because, like Whirlwind Barbarians, you cannot really hit them while they Whirlwind. You can potentially catch them between Whirlwinds and get some hits in, but you will need to attack just as their Whirlwind ends so they do not hit you again. Another strategy that sort of works is to go into a corner on the map and force them to come to you as you Shift+Fury. However, if they have traps, they could possibly immobilize you trying to do this. (To avoid this to an extent, you could go to an outside corner of the stone walls in the Blood Moor so you can go around the corner quickly to avoid more traps being laid on you.)
7.4 Barbarian
7.4.1 Whirlwind
Difficulty 9/10
Equipment: DvPhysical
You really have no chance here unless the Barbarian is not good. The trend for Barbarians to go without shields is definitely a plus here, but it is still unlikely you will have a chance. Try the tips listed in the Whirlwind Assassin section, but you really are not going to have a great chance of winning. If the Barbarian tries to Berserk you, Fury him! You could do lots of damage if he doesn't have a shield especially.
7.4.2 Warcry
Difficulty: 4/10
Equipment: DvC
This duel will likely be very easy. Just chase him and namelock Fury. If he teleports on you, Shift+Fury. However, if the Barbarian has LOTS of mana and a very high cast rate, he could possibly attack so fast that you cannot even reach him (I have seen one Barbarian that has done this to me, but he did have bugged mana charms, I'm not sure it's even possible legitimately.
7.5 Druid
7.5.1 Elemental
Difficulty: 8/10
Equipment: DvC with Vampire Gaze (Ber'd)
This duel is very difficult because you have low DR, he has physical damage, and he has lots of summons. If he has no summons, the duel is no challenge at all and you can use Fury, but that is unlikely. Vampire Gaze (Ber'd) can give 33 DR if it is the 08 version and verdungo gives 15, making a total of 48% (almost max) DR. If the Druid has summons, you need to namelock Feral Rage instead of Fury so you will only hit him and not his summons. It is somewhat difficult to namelock Feral because it is not easy to get your cursor to the Druid under his summons, but it is possible, and it is your only chance. The duel is by no means impossible.
7.6 Necromancer
7.6.1 Poison
Difficulty: 6/10
Equipment DvC with Death's Gloves
This is not an easy duel, but you have a good chance to win. Make sure you have max poison resist (and hopefully about 65 stacked res to negate Lower Resistances). He must come pretty close to you to hit you, so try to anticipate his teleports to get in a good position to possibly hit him with Shift+Fury. Do not be afraid to take a Poison Nova or two if it allows you to get in some hits.
7.6.2 Bone
Difficulty: 9/10
Equipment: DvC
This is a very very difficult duel. You do have a chance, but it is a slight one. If at all possible, avoid getting hit by Clay Golem because it slows down your run/walk speed, making it almost impossible to get to the Necro without dieing. You need to try to force the Necro to teleport on you. Try to avoid open spaces so that they cannot invisible Bone Spirit you from far away, so they will be forced to come close to you.
Makaveli's DvC (Druid vs. Caster) Fury Werewolf Guide
Contents
1. Introduction
1.1 Description
2. Pros and Cons
2.1 Pros
2.2 Cons
3. Statistics
4. Skills
4.1 Summoning Skills
4.2 Elemental Skills
4.3 Shapeshifting Skills
4.4 Extra Skills
6. Equipment
6.1 Weapon Socketing
6.2 DvC Equipment
6.3 DvPhysical Equipment
6.4 Item List
7. Dueling Strategy
7.1 General Strategy
7.1.1 Shift-Fury
7.1.2 Feral Rage Usage
7.1.3 Reshifting
7.1.4 Sages
7.2 Amazon
7.2.1 Bowazon
7.2.2 Charged Strike
7.2.3 Poison Javelin
7.3 Assassin
7.3.1 Trapper
7.3.2 Whirlwind
7.4 Barbarian
7.4.1 Whirlwind
7.4.2 Warcry
7.5 Druid
7.5.1 Elemental
7.6 Necromancer
7.6.1 Poison
7.6.2 Bone
7.7 Paladin
7.7.1 Melee/Smiter
7.7.2 Hammerdin
7.7.3 V/T (Smite-based)
7.7.4 V/T (FoH-Based/balanced)
7.8 Sorceress
7.8.1 Fireball
7.8.2 Blizzer
7.8.3 Orber
7.8.4 Lightning
7.9 Team Dueling
7.9.1 General Tips
1. Introduction
1.1 Description
This build is a primarily a Druid vs. Caster Fury Werewolf build. It does surprisingly well against teleporting characters as it takes advantage of high run/walk speed and range, which allows the Druid to attack from further away than opponents suspect due to the large range and desynch caused by the combination of run/walk and range. While it really cannot compete with pure melee characters, it can be rather versatile to remain competitive with some otherwise difficult opponents.
2. Pros and Cons
2.1 Pros
1) High run/walk and range makes you competitive against characters melee Druids usually cannot even hit.
2) When duelers see Werewolf Druids, they usually dismiss them as uncompetitive and attack rather recklessly, giving you an advantage in public duels.
3) It feels great to kill the great PvP classes with an original, unexpectedly good character!
4) You get lots of life, well over 6000.
5) You get lots of damage, about 13000 (per hit) at 7/4/4/4 attack speed with Oak Sage, up to 17000 with Heart of Wolverine.
2.2 Cons
1) It is difficult, if not impossible, to beat pure melee characters and Smiters.
2) Barbarians cause problems because you cannot hit them with Fury as they Whirlwind (assuming they do it correctly).
3) It is difficult to kill characters with lots of summons.
3. Statistics
Strength: enough to use the weapon with the least amount of +str items you intend to use at once (i.e. hotspurs + verdungo vs. rare str boots + tgods)
Dexterity: enough to use the weapon with the least amount of +dex items you intend to use at once
Vitality: the rest
Energy: none
4. Skills
4.1 Summoning Skills
20 Oak Sage
20 Heart of Wolverine (leave this for last)
1 Raven
1 Summon Spirit Wolf
4.2 Elemental Skills
none
4.3 Shapeshifting Skills
20 Werewolf
20 Lychanthropy
1 Feral Rage
1 Rabies
20 Fury
4.4 Extra Skills
The skill placement listed above requires level 93 with skill quests. If you level above this, you could think about putting extra skills into feral rage or maybe some summons as distractions.
6. Equipment
6.1 Weapon Socketing
The weapon is the most important item for this Druid, but it is truly a must-have for the build. If you cannot get one, you need not read further in the guide. The weapon is an ethereal Tomb Reaver Cryptic Axe with 3 sockets. There are two options for socketing the weapon:
1) Zod + 2x ed/ias Jewels - this socketing will give you a 7/4/4/4 speed, meaning 7 frames between each Fury and 4 frames between each hit within a single Fury.
2) Zod + 2x Shaels - this socketing will increase your speed between each new Fury, making it 6 frames between the end of one Fury and the beginning of another. However, it does not affect the speed between each hit within a single Fury, as it will remain at 4 frames.
I have not personally tried the second option nor do I know anyone else who has tried (there aren't many of us DvC WW Druids around hehe), but I have gotten a new weapon, which I will socket this way and see if it changes anything. I doubt it will make much difference, so I suggest the 2x ed/ias jewel'd one.
6.2 DvC Equipment
This equipment is the normal gear for dueling a caster. Slight modifications are preferred against certain classes, which will be given in the dueling section below.
Helm: Jalal's Mane (Shael'd)
Amulet: 08 Highlord's Wrath (09 will suffice, the 08 just has a nice 30 run/walk)
Weapon: Ethereal Tomb Reaver
Weapon Switch: Call to Arms and Spirit (you may need to use Lidless if you do not have the str for Spirit)
Armor: Fortitude (Enigma is also nice choice for its run/walk, skills, and str)
Gloves: Dracul's Grasp (Steelrend is also a valid option, but I prefer Dracul's for their lower str requirement and Open Wounds)
Belt: Verdungo (or a nice Crafted Blood Belt with Open Wounds and Faster Hit Recovery)
Boots: Rare 30 frw, str, dex, res boots (or Sandstorm Trek)
Ring 1: Ravenfrost
Ring 2: Ravenfrost
Charms: Hellfire Torch, Annihilus, 20-37 max/ar/frw sc's, rest max/ar/life sc's. (I use 28x max/ar/frw sc's with 7x max/ar/life sc's)
6.3 DvPhysical Equipment
This equipment is to be used against characters for whom you need block and/or damage reduce such as melee Paladins, Barbarians, Bowazons, etc. I've never given this out publicly because I thought it was quite clever, but it's all yours now!
Helm: Jalal's Mane (Shael'd)
Amulet: 08 Highlord's Wrath (09 will suffice, the 08 just has a nice 30 run/walk)
Weapon: Ethereal BoTD Berserker Axe
Shield: Stormshield (Shael'd or Eld'd)
Weapon Switch: Call to Arms and Spirit (you may need to use Lidless if you do not have the str for Spirit)
Armor: Twitchthroe (ed/dex jewel'd)
Gloves: Dracul's Grasp (Steelrend is also a valid option, but I prefer Dracul's for their lower str requirement and Open Wounds)
Belt: Verdungo
Boots: Rare 30 frw, str, dex, res boots (or Sandstorm Trek)
Ring 1: Ravenfrost
Ring 2: Ravenfrost
Charms: Hellfire Torch, Annihilus, 20-37 max/ar/frw sc's, rest max/ar/life sc's. (I use 28x max/ar/frw sc's with 7x max/ar/life sc's)
This should provide you with at least 70% block (depending on your level and jewels) and 50% (max) damage reduce.
When AR is needed, you should switch to Angelic Amulet + 1 Angelic Ring.
6.4 Full Item List
This is a list of all the items you should have for the druid:
Jalal's Mane (Shael'd)
Vampire Gaze (Ber'd, preferably the 08 version)
08 or 09 Highlord's Wrath (08 preferred)
Angelic Amulet
Ethereal Tomb Reaver (socketing discussed above)
Ethereal BoTD Berserker Axe
Fortitude Light Armor (or Enigma Light Armor)
Stormshield (Shael'd or Eld'd)
Dracul's Grasp
Death's Gloves
Thundergod's Vigor
Verdungo
Ravenfrost
Ravenfrost
Angelic Ring
Angelic Ring
Rare Boots with frw, str, dex, res (or Sandstorm Trek)
Hotspurs
08 Gore Riders (or War Travelers)
Note: I only carry 1 sorb/max res item per element other than Ravenfrosts because I do not BM duel, but it shouldnt be hard to figure out what more you would need for that, Wisps, Dwarfs, Treachery, etc.
7. Dueling
7.1 General Strategy
7.1.1 Shift-Fury
In order to fully take advantage of this Druid's large range, you need to hold Shift and use Fury simultaneously so you can hit enemies who come too close (although they will not expect you to hit from the distances you are able to). I have a few tips on how to do this well:
1) Some duelers will get into a pattern, which you can predict after a couple times, so that you can get to the place to which they will teleport. Shift+Fury in place, and if they teleport close enough, you will hit them (this druid gets upwards of 13,000 physical damage per hit, so a full Fury will do a LOT of damage).
2) Note the dueler's tendencies. If the dueler likes to teleport on top of enemies to attack, remember that, and Shift+Fury when you think they are about to do this to you.
7.1.2 Feral Rage
1) There are some scenarios in which you will not want to use Fury. These scenarios occur when the enemy has multiple summons. For example, let's say an Elemental Druid has 5 wolves summoned and he teleports on you to attack. If you use Fury, the hits will go wildly from wolf to wolf, rather than hitting the Druid. A much better strategy in this scenario would be to namelock Feral Rage so that you only hit the enemy and not his summons.
However, if the enemy only has a single summon (maybe a Golem or Shadow Master), you should continue to use Fury.
2) Feral Rage is also very nice for its ability to increase your run/walk speed. Some "less than GM" players might charge it up on monsters. =)
3) If you can get the tough namelock of a Druid or Necro under his many summons, try to hold Shift+Feral while maintaining the namelock. This will make you stand in place attacking, but if the enemy does not go out of namelock range (minimap range), you will keep the namelock until they come back for another attakck. When the enemy comes back, you can unexpectedly attack very quickly. This is especially useful against Elemental Druids because they often teleport away to recast summons.
7.1.3 Reshifting
DvC dueling is much different than Melee Druid dueling. In melee, everything is generally very organized and the players agree that when you deshift back to human, the duel is over, but this is not the case in DvC. If you are alive, the duel is not considered over, so if you get down to 1 life and deshift, reshift back to Werewolf immediately to get another chance.
7.1.4 Sages
You should use Oak Sage in the vast majority of matchups, but there are a few exceptions below. Always remember to recast your sage if it dies!
7.2 Amazon
7.2.1 Bowazon
Difficulty: 8/10
Equipment: DvPhysical
This is a very difficult duel because you must take off your Tomb Reaver and duel with the slower, low-damage BoTD. Also, the Bowazon will not likely stop to melee you, so you will need to try to run ahead of her and Shift+Fury. You must attack from ahead to account for desynch from the server, wherein what really happens cannot update in real time, so the running enemy is actually a little further along than he appears on the screen. You probably aren't going to win this duel consistently, but it just is not built for this duel.
7.2.2 Charged Strike
Difficulty: 4/10
Equipment: DvC with Thundergod's
This is not too challenging of a duel (assuming the Amazon is not using Farcast...) because you can really tank her longer than she can tank you. Just chase her and namelock Fury.
7.2.3 Poison Javelin
Difficulty: 7/10 (with Enigma)
Difficulty: 3/10 (without Enigma)
Equipment: DvC with Death's Gloves
This duel is difficult IF the Amazon uses Enigma. If she does not have teleport, just chase her like a Charged Strike Zon, while trying to avoid the Plague Javelins (these have big round poison clouds), do not worry if you run into the Poison Javelins (the lines of poison clouds) as they drain your life VERY slowly. The duel is much more difficult if the Zon has teleport because she can possibly hit you with either Plague or Poison Javelins and teleport away until your life drops. You need to avoid both types of poison javelins and attempt to get close to her so you can attack. Try to use your run/walk as as much of an advantage as possible because she cannot teleport very fast, no matter how much FCR she has, so you can possibly catch up to her unexpectedly after a teleport.
7.3 Assassin
7.3.1 Trapper
Difficulty: 3/10
Equipment: DvC with Thundergod's
This duel is surprisingly easy. If the Trapper just sits on her traps, you have a stalemate, which can occur in many D2 duels, it just comes down to who will play offense. Anyway, if the Trapper is at all active, try to catch her as she moves before she can get down all 5 traps. If you can get her on the run, keep going, but do not chase her if she has been away long enough to cast 4+ traps close together. The only way you can lose this duel is to walk into 4+ traps at once and get locked. With less traps, you can take hits and Mind Blast and continue running without becoming completely immobilized. Sometimes shadows stray from their Assassin, so charge up Feral on the shadow if you get a chance without getting hit, the run/walk can definitely come in handy.
7.3.2 Whirlwind
Difficulty: 7/10
Equipment: DvC
This is a difficult duel because, like Whirlwind Barbarians, you cannot really hit them while they Whirlwind. You can potentially catch them between Whirlwinds and get some hits in, but you will need to attack just as their Whirlwind ends so they do not hit you again. Another strategy that sort of works is to go into a corner on the map and force them to come to you as you Shift+Fury. However, if they have traps, they could possibly immobilize you trying to do this. (To avoid this to an extent, you could go to an outside corner of the stone walls in the Blood Moor so you can go around the corner quickly to avoid more traps being laid on you.)
7.4 Barbarian
7.4.1 Whirlwind
Difficulty 9/10
Equipment: DvPhysical
You really have no chance here unless the Barbarian is not good. The trend for Barbarians to go without shields is definitely a plus here, but it is still unlikely you will have a chance. Try the tips listed in the Whirlwind Assassin section, but you really are not going to have a great chance of winning. If the Barbarian tries to Berserk you, Fury him! You could do lots of damage if he doesn't have a shield especially.
7.4.2 Warcry
Difficulty: 4/10
Equipment: DvC
This duel will likely be very easy. Just chase him and namelock Fury. If he teleports on you, Shift+Fury. However, if the Barbarian has LOTS of mana and a very high cast rate, he could possibly attack so fast that you cannot even reach him (I have seen one Barbarian that has done this to me, but he did have bugged mana charms, I'm not sure it's even possible legitimately.
7.5 Druid
7.5.1 Elemental
Difficulty: 8/10
Equipment: DvC with Vampire Gaze (Ber'd)
This duel is very difficult because you have low DR, he has physical damage, and he has lots of summons. If he has no summons, the duel is no challenge at all and you can use Fury, but that is unlikely. Vampire Gaze (Ber'd) can give 33 DR if it is the 08 version and verdungo gives 15, making a total of 48% (almost max) DR. If the Druid has summons, you need to namelock Feral Rage instead of Fury so you will only hit him and not his summons. It is somewhat difficult to namelock Feral because it is not easy to get your cursor to the Druid under his summons, but it is possible, and it is your only chance. The duel is by no means impossible.
7.6 Necromancer
7.6.1 Poison
Difficulty: 6/10
Equipment DvC with Death's Gloves
This is not an easy duel, but you have a good chance to win. Make sure you have max poison resist (and hopefully about 65 stacked res to negate Lower Resistances). He must come pretty close to you to hit you, so try to anticipate his teleports to get in a good position to possibly hit him with Shift+Fury. Do not be afraid to take a Poison Nova or two if it allows you to get in some hits.
7.6.2 Bone
Difficulty: 9/10
Equipment: DvC
This is a very very difficult duel. You do have a chance, but it is a slight one. If at all possible, avoid getting hit by Clay Golem because it slows down your run/walk speed, making it almost impossible to get to the Necro without dieing. You need to try to force the Necro to teleport on you. Try to avoid open spaces so that they cannot invisible Bone Spirit you from far away, so they will be forced to come close to you.