Re: WW Ghost Assassin Guide V2.0
BvC's: Diffuculty: very hard.
Unless you have great whirl control, know the weaknesses of WW, and are good at staying mobile, yet in control, this will be nigh impossible.
Smiters: Difficulty: Easy to medium.
They have 3 ways to attack: walking (they want the block), running/charging (impatient and want a quick win) and tele smiters (who know about block, but underestimate WW since they think they can stomp / get in front of WW to ensure a win).
Walkers have the block and def, but treat them as usual; perpendicularly WW from them so that you hit, but they cannot. Angle is important to practice since angling closely lets them hit you, but too fare and you're out of range.
Run/charge = the same thing, but faster reaction time, and that they lose block% and def, so are easier to hit. practice.
tele = medium. If they stomp, go south and regroup. Stun them since they shy away from charging too much (likely don't want to risk block and def). If they try to predict WW, don't make long whirls, and be unpredictable. Some may tele and shift click. Clip them.
Hammers: Difficulty: medium to hard.
90% of pub hdins will synch, tele stomp and try to kill you. If you can read synch / predict it, these are easy since you only have to ww south to avoid a hammer, and be mobile and never get caught in a hammer field. Those that charge around near you, tele ww when they let their guard down. Not easy, so practice.
Some just tele stomp, so still go south, but these are very aggressive and won't let you get stun up much.
Bone necs: Difficulty: medium-hard:
This is a caster who you're actually roughly equal to (the one res you can't tank, but you have block, they have bone armor and a strong attack). These are fun.
This requires namelocking, stun skill, and chain locking to win. Using your secondary melee (dclaw usually, though norm attack works), you use that to attack them after a tele stomp.
You want to stun them, get a name lock, and telestomp them. Quickly get the left click name lock so you can chain lock them. Hold it down (you're attacking after all) and hold right click at the same time when they begin to escape. Let go of click, keep right(hotkeyed for tele to telestomp) and click. Mouse needs to be centered on your char's feet, so that when you have tele stomped, let go and left click again to regain the lock. With practice, you'll get better, but is the same as a barb's zerking / unsummon locks. Since you are tele stomping + stationary, so too is your shadow (who's been MBing to help). She tanks / blocks for you, and you block as well. This gives you an edge, especially vs a stunned opponent. The hard part is the chaining / stunning in the first place.
sorcs: Diffculty: easy-lower medium.
Fire you can tank some, lightning and cold like to pierce res. Vs blizz and such, don't sit and tank. Never chase directly and become predictable; this sets you up for FBall, orb, lightning, etc.
I chase serpentine, then close in a circle. Shadow's MB helps alot, so lead in with traps to name lock (ls). When she's stunned or slows, Wof to stun and apply MB pressure. Tele in for a triwhirl, and name lock immediately if she escapes.
Blizz is the trickiest, since they tend to hit the hardest unless you've stacked. Never stay still, prevent a name lock and don't tele into a blizz. For whatever reason, these are more commonly the max block / dr / etc ones, so they try to tank (not always, but some), so practice staying mobile, but triwhirling regularly. Just...watch out for blizz
trappers: difficulty: high medium - hard:
They can hit hard, and stun will slow you down. Never chase directly, since that opens you up for 5x LS + MB casts. I always come in from an arc like with a sorc, but instead of a triwhirl, pass and move on. These you have to whittle down since their traps can eat you up.
Most camp, so they can be hard. If they flee, try to get them without traps around. They just take practice.