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"Sure
the masses can WW just like any bozo can drive a BMW, but to TRULY
drive it…" - Charis |
Whirlwind,
even without a real understand of the skill and finesse in execution
by its users, is consider to be the Barbarian's uberskill, much like
Chain Lightning in Classic Diablo. This does not mean one cannot/need-not
improve on the art of WW - If not for survival then do it for efficiency:
- Might just save you hours of lost exp.
- You may save yourself tons of SOJs when you find you don't need
to trade up for just a handful more damage.
- The skill can be nerfed by Bliz
- Works great on monsters with ungodly hp
- Show them you are not just a whirling bozo
- More importantly, variants will need to be efficient with their
self-nerfing such as short range weapons, leech and Slvl restrictions,
etc. |
Normal WW Pattern
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Weapons
As you know that long range weapons work better than short range
weapons, because they cover a wider WW path hitting more targets
and compensate for sloppier whirls. Additionally, long range weapons
can hit (and possibly kill) your targets before they are in attacking
range. Within the same weapon type/range, the most desirable attribute
is of course the damage it does, everything else such as life/mana
leech and +skills are just icing on the cake. When choosing between
weapons with similar stats, let me suggest some often overlooked
attributes either from the weapon itself or other items - attributes
that will make you WW more efficient and/or fun:
Bear - Knockback
target
It's a compromise with a large mob. When you push them back out
of range they cannot hit you, likewise, you might not be able to
hit them during the same whirl if they are knocked away from your
reach. However, the tradeoff is in your favor when you have low
HP, defense, or you are in over your head. With small mob and singled
out boss it works great when you position yourself to knock them
back inline of your WW path. Targets being knocked back suffer the
same fate as being stunned in that they are unable to attack you
until they recover. When knocked back inline you will continuously
hit the targets until the end of you WW, in essences making multiple
passes with the efficiency and cost of one whirly.
Blinds Target
- Similar to the Necro's skill Dim Vision
Similar effect as wearing an Ice Blink or other cold damage
adders; when hit, they stand in place dumbfounded just like they
are chilled - but leaving corpses intact for your Necro partner
and Find Item :)
Vileness
- Prevent monster heal
This is more useful for the under powered or those soloing in
a large game when you need many WW passes to kill, and for those
who lacks focus to finish off what they started(hurt) first. Unlike
poison damage, prevent monster heal from Vileness has no duration
so once a monster is affected it will not regenerate life.
Howling -
Hit cause target to flee
When
you have low HP, defense, or you are in over your head. It can work
the same way as knockback with small group. Fleeing monsters still
within your attack range are defenseless. Try to get them to flee
in your WW path or have them blocked by other monsters or structural
features. However, this is easier said than done - monsters flee
at "run" speed, faster than their normal walking speed.
Left Mouse
Button (LMB) VS Right Mouse Button (RMB)
Why LMB? Saving the RMB for skills not available
for the LMB
Typically, the left clicker chooses a target within the mob and
executes WW. This is not very effective since the WW cycle stops
short right at the target and only hit the target once instead of
going through the multi attack cycle; what's worse, the target you
click on is probably not the last target inline due to stacked sprites
(this happens more when the monster sprites are larger). The maneuver
is the same as throwing yourself at the enemies and let them get
free hits on you. Of course the left clickers can always use Shifted-Click
to go pass the last
monster inline but that would just be a less efficient right click
;p
Problems
with LMB:
- You need to target.
- You need a target. Someone might kill it first then you end up
walking and get hit in the process
- Putting yourself at risk more often.
- Lost of accuracy. With a mob especially with large monsters, selfdom
can you target a specific monster. this might shorten your range
of WW travel when you click on a target closer than intended.
- Not having 2 attack skills readied at the same time. WW on RMB
and LA on LMB, for example.
- Worst yet, you can't use the Dance of Death tactic ;p
Tactics
Fringe or cut thru the pack?
Most times, cutting right through the mob is the more efficient
way as long as you have decent AR and the HP (or enough life leech)
to compensate more chance of being hit. Fringing, just whirling
around the outside parameter of the mob, lets you concentrate on
finishing off injured monsters first while keep yourself from more
attacks than you would incur by going through the mob. Fringing
is also safer when facing Cursed boss packs or cursing AKs. You
will have a better chance to escape safely if you are cursed with
IM mid Whirlwind.
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Taking The Full
Blast
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Evade With Fringing
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Fringing
on Diablo
What happens when you WW Diablo straight on? You would go through
Diablo's Flame Wave as well as taking on the full damage of his Lightning
Breath Of Death/Diablo (LBOD). If you are dying from the frontal approach
or just want to play it smart/safe, employ the fringing technique
whirling slightly off to one side to avoid taking on the full effect
of the LBOD. The LBOD is make up of many individual bolts cast at
high frequency giving the illusion of one continuous breath just like
the sorceress's Inferno spell. Diablo can target each bolt of his
LBOD at your new location as the picture on the right shows. Fortunately,
most if not all bolts will miss you as you whirl pass. More on this
later in the Dance of Death section... |
Dealing with LEB
For singled out LEB - Right click (pass the target) and left
click (pass the target) right away to walk pass the LEB. You will
still get hit occasionally but the chance of getting hit is lessen
by a great degree. Even if you get hit this gives you the chance
to drink a potion because you are out of the WW cycle.
"I can still
drink a potion when I stop after a WW", you say. Yes, the keyword
is stop. You stop and get hit by more bolts and let the LEB close
in. LEB being unique monsters, do not regenerate HP so your can
take you time to wear them down.
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Note:
Unique Council Members have special self-heal ability - they can cast
heal on themselves - Unlike Heal Others used by the Zakarum Priests.
Other uniques may regen/gain HP when they roll one of the special
bonus, such as Teleport and Mana Burn, these will be listed under
their HP bar.
LEB in a
mob - Another way is to have the LEB as the first inline with
monsters directly behind the LEB in your WW path. so when you hit
the LEB and get zapped. you are already hitting another monster
to steal life back.
Pre-drinking
works with both methods as well as right before you dive into any
mob.
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The Dance of Death
In Classic Diablo, The Warrior can do a great job tanking for his
partners especially when he employs the shift click method and let
his partners satellite around him to help pick off the enemies.
The WW Barb in D2 is much the same as a TeleKill happy Warrior.
You just hope he doesn't over activate, never mind tanking for you.
And who can blame the Whirler, any other attacks just don't stack
up to Whirlwind's damage and speed
Take a look
at the DoD WW pattern and compare it to the normal
WW pattern on top of the page and see the difference. What
advantages does the DoD offer?
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Dance of Death
(DoD) WW Pattern
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Note
that the DoD Barb is in a constant WW state with no overshoot, hitting
Izzy all the time. The time saved by not having overshoots alone means
you will kill that much faster. With this maneuver you can keep the
monster(s) stunned, chilled, and whatever effects your attack possesses. |
When most people
refer WW as a crowd control skill, they are really saying it's a
skill that can kill mobs fast. How can a Barb protect his vulnerable
partners when he WW halfway across the screen every time. How is
that crowd control when more monsters wander off after your partners
than ones going after you? Worse, when you WW into new territory
you would just activate more monster to add to the chaos.
Can WW be used
as a true crowd control skill - actively killing and protecting
his partners at the same time? DoD does just that! DoD allows you
to use as large a space, or more importantly, as little space as
possible to operate.
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DoD Crowd Control
- The Blender Maneuver
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Crowd Control
The DoD Crowd Control animation shows DoD cutting down a mob with
just a couple of inches of real estate (could be less than what
is shown, but it's hard to WW while trying to keep a steady rhythm
capturing screens). Note again it's a continuous WW with no overshoot.
By using less
real estate for your Whirlwind you:
- Activates less monsters
- Mob can easily follow you therefore
- Less scattered mob to kill more efficiently and
- Less strayed monsters to attack your partners
- With you being the tank, your partners can deal with a concentrated
mob rather than one that is scattered all over.
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Execution
"Okay, okay. Would you just get to it and tell me what this is
all about, How do I do it? I am convinced this is the most awesome
thing I will ever learn in D2 history. It's even better than TeleKill!
But wait, I can envision the lives I will be saving with this tactic,
not to mention my own. And there's more, with all the SOJs I'll
be saving I'll give you one if you act now!"
It's really
ridiculously simple to execute a DoD!
On uniques with lots of life - Initiate a WW with the RMB and keep
the button down. Then just wriggling the cursor on the monster will
keep you in WW and hitting the monster without any time wasted on
overshoots. Just make sure the initial right click is not on a target,
otherwise, you DoD will end when that monster dies
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How Many Normal
WW Will This Take?
The Guided Missile Maneuver
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On
Mobs - Just imagine the mob as a huge monster and do the same as above.
Try not to go from one edge to the other edge for better crowd control.
Monsters from the outer edge will pile on top of you as you kill off
the middle ones. For mobs around features like the animation above,
roughly trace the inside of the hole will take you all the way around
and around. If you have enough natural mana to execute a few WW, you
can even clear a densely populated area with just one Dance :)
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The Last
Dance
What is even better than fringing Diablo with WW? You guessed it
- the Dance of Death.
When tanking for weaker characters with low HP and or low resists
the best thing for a barb to do is use a stationary attack such
as Bash or Leap Attack. Do yourself and your partners a favor, cast
Battle Orders to give everyone a boost in HP and Mana and refresh
it before it wears off. The use of stationary skill is to stay on
one side of Diablo taking all the heat while your partners stand
anywhere but behind you avoiding the LBOD altogether.
What if your
partners are not so weak that they can't take an occasional single
lightning bolt. What if you are weak, not being able to take on
too much LBOD yourself? What if you are soloing? Go ahead and dance
the Dance of Death, You will kill faster and get hurt less. The
DoD goes many steps better than fringing Diablo with normal WW as
discussed earlier. With a little practice, you too can perfect these
fancy steps shown in the Izzy (the first DoD) animation. When you
can hug Diablo while you are whirling around him you achieve two
things.
1) Retaining the tanking position in coop.
2) You will seldom get hurt by the LBOD. When you do get hit, you'll
only take a fraction of the damage from a single bolt (not the entire
breath) because you'll be out of range before the spell duration
ends.
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Evading All LBOD
Bolts
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Evading A Double
Attack OF LBOD
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