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Gore's Warrior Strategies

139 bytes added, 04:30, 2 March 2009
MOVEMENT, POSITIONING and STRIKE ORDER
Pacing is very important for a warrior. Don't get swarmed! Krazy_ol'_Koot is the guy that drove this home for me. He had a low AC setup with 224 AC yet he was the fastest warrior I knew. He was fast despite the fact that he never waded into the middle of a room. I make it a rule not to teleport into spots on the map I haven't yet seen (some exceptions for extra weak monsters). I usually use teleport only to quickly backtrack to spots I've passed by or to get to the stairs when the level is done. And also, when you move into a room and 20 witches or mages are firing at you, get out of the room! Some will follow you out the door. Cut these down to thin the room out. It's common sense that if you're taking damage faster than you can cast Heal to heal it then you're in over your head. Luring may seem slow, but nothing is slower than that free trip to town.
[[Image:Gore-virtual-doorway.JPG|frame|Virtual Doorway]]You can only hit one monster at a time with your sword so why put more than 3 of them next to you? Use walls, doorways and corners to lower your surface area. Sometimes you can find an object 2 spaces away from a wall, especially in hell/hell with corpses, spikes coming up from the ground, barrels, and chests. The space between the object and the wall is a virtual doorway. Now to use a doorway, don't stand in it. That puts up to 3 monsters around you. Stand one space back from it. That way the monsters stand in the doorway and come at you only one by one (more in a virtual doorway if you attracted a whole flood of them). One example of a virtual doorwayseen to the right.
I use a technique I call "sliding" when I see a whole flood of strong melee monsters (Blood Knights, Steel Lords, Azure Drakes, Gold Vipers) coming at me. I prefer this to standing in a corner because even though a corner reduces adjacent spaces to three, this is sometimes too much with a weakened me and strong monsters, and I like to leave myself an out. "Sliding" is using a wall to guide the flow of monsters to you. What you do is hit the monster farthest from the wall so that the monsters standing closer to the wall are obstacles for more to get to you. Make the other monsters walk around the one standing by the wall. If too many get around and you're about to get flanked then move back a step. Kill the one standing by the wall if he is the only one in reach. Here is an illustration of sliding.
[[Image:Gore-slide1.JPG|frame|Sliding aftermath.]]About 10 Gold Vipers were coming at me from the lower left. I never let them get around me. I hacked away at position 1 first to stop them from circling around me. Then I hacked at position 2 when 1 was momentarily clear. But when the vipers started coming past position 1 going for the space between 1 and 3, I backed up to the spot you see me at here and repeated my ordered hacking (at 3 then 4 if 3 was momentarily empty). In this case I only had a maximum of 2 Vipers by me at once and no HP was lost due to HoS. Sliding works well since monsters have a tendency to walk back and forth aimlessly for a while if their path is slightly blocked. Here's another exampleto the right.
This picture here is of Gory (my new warrior) in Hell/Hell after killing a swarm of Gold Vipers. He was level 42 with 204 AC and 125 dexterity when I took this snapshot. As you can see I gradually moved him back, never letting the vipers get around me and always hitting the one that's away from the wall. I was flanked at the end there, but there were only two vipers left when that happened so I didn't need to move anymore. I didn't have to use a potion and I think I came out ahead in HP.
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