User:Tennessee Ernie Ford/Shortcuts/Guide to defeating the Doppelganger

Guide to defeating doppelganger

 * See the main guide for other details.

Summary
The key to defeating the Doppelganger is to bring skills that you can use more intelligently than it can; you can't outperform it. This article assumes that NM characters only have skills/equipment available prior to reaching the Crystal Desert; in HM, you should have access to elites and well-modded equipment. Although there are dozens of effective strategies for any particular profession, the guide only emphasizes those that work most reliably to achieve the bonus.

The Doppel Basics

 * The Doppelganger is L20 (NM) or L30 (HM); it has 12 in each attribute and equips the same skills as you.
 * It uses max weapons without any mods, switching to an Axe close-up and ranged otherwise. In Hard Mode, its axe appears to deal lightning damage.
 * It generally casts protections and invokes spirits before turning to attacks.
 * It generally heals itself and interrupts more effectively than you can.

Your Advantages

 * You may cast enchantments just before you are warped to the arena.
 * It uses Regeneration skills to counter Degeneration, but not to counter health losses.
 * It wastes energy casting useless buffs (e.g. Air Attunement even if it lacks other Air attribute skills)
 * It does not bring a pet or a shield (and cannot take advantage of the related skills).
 * Although you can dodge, your opponent rarely will.
 * The Doppel does not manage skill combos well; it tends to prioritize the skillbar from left→right, so you can benefit by arranging sequences or chains oddly.
 * It will foolishly use skills that remove useful enchantments or stances.
 * It does not use Title-based skills (e.g. Asuran skills), except for Vampirism and Winds
 * Both you and the Doppel are always enchanted (special in this mission).

Strategies, by Style

 * Any player can use an empty or near-empty skillbar. Cleverly done, you can outperform the Doppel. This requires max armor/weapons and tends to work better in NM. Professions: Any, with variations for Assasins, Paragons, Rangers.
 * Take advantage of the AI's deficiency using skills the Doppel cannot manage effectively. Professions: Assasins, Dervishes, Elementalists, Rangers, Ritualists, Warriors.
 * Get the Doppel to commit suicide by bringing skills that it will use, but you won't. Professions: Dervishes, Mesmers, Necromancers, Ritualists, Warriors
 * Use skill chains, which the Doppel cannot. Professions: Assassins, Warriors.

Any Profession

 * An L20 character can manage the bonus in normal mode using max weapon with useful mods (sundering, etc), max armor, and an empty skill bar. (Max weapons and armor are available in the Crystal Desert).

Assassin

 * Maximize Critical Strikes and Dagger Mastery and use Vampiric Daggers with an empty skill bar.
 * Bring Deadly Paradox and any combination of attack skills. Let the Doppel disable its attacks with Paradox while you shred it.
 * In HM, use Black Lotus Strike, Golden Lotus Strike, Golden Fang Strike, Death Blossom, Shadow Walk, Shadow of Haste, Smoke Powder Defense, and Flashing Blades. Maximize Dagger Mastery and Critical Strikes (and put nothing into Shadow Arts). Use the following skill chain: Flashing → Black Lotus → Golden Fang → Death Blossom → Golden Lotus → Golden Fang → Death Blossom. (i.e. 8\1\3\4\2\3\4) The Doppel's confusion over attack chains and its preference for certain stances allows you to block more effectively. This build also takes advantage of the permanent enchantment while in this mission.

Dervish

 * Dervishes (in NM) with high Scythe Mastery can use Vow of Strength more efficiently than the Doppel. In HM, take advantage of Ebon Dust Aura using an Ebon Scythe; the Doppel will waste the skill while you can blind it early and often.
 * Dervishes (in NM) can let the Doppel use Wearying Strike to weaken itself, then close the gap.

Elementalist

 * Elementalists can bring Iron Mist and any non-Air Magic skills they like; the Doppel will mist you, making you invulnerable to the rest of its damage. In Hard Mode, add Mark of Rodgort, Conjure Flame, Kinetic Armor, Stone Daggers, and nothing else. Maximize your fire and earth attributes and equip any fiery weapon. Before battle, cast Conjure and Kinetic; in combat, use Mark, and then use Stone Daggers to keep refresh Kinetic. You can burn the doppel, but it won't be able to do more than normal damage to you.

Mesmer

 * Mesmers can win in normal mode using Empathy as the only skill. (This strategy benefits from skills that block or increase armor: you will benefit, but the constantly attacking Doppel will not.) In Hard Mode, add Physical Resistance. You can also use Ineptitude or Signet of Midnight.
 * Mesmers can also try to Backfire a Doppel equipped with lots of otherwise useless protection spells or enchantments (e.g. Elementalist Attunements). It will cast a lot more spells under the hex than you will.

Monk

 * The Doppelganger kill itself if you bring Retribution and Holy Wrath. Take Signets to heal yourself. The Doppel will not be able to heal itself as it dies trying to kill you. Alternatively, use Restful Breeze and Retribution, putting max points into Healing and Smiting prayers. In HM, add Shield of Judgment and Scourge Enchantment (and do not take the Signets). Cast Retribution before the battle and keep it active. Use SoJ and Scourge Enchantment often.

Necromancer

 * Necromancers can use Insidious Parasite (and an otherwise empty skillbar). In Hard Mode, add Enfeeble.

Paragon

 * Paragons can take Spear skills and close to melee distance; the Doppel's Axe will be less effective than your spear. (This usually works in HM.)

Ranger

 * Rangers can bring bow attacks, a short bow, and stay within melee distance of the doppel. Equipping a useless spirit skill or two also helps, as you can approach the doppel as it sets up its protections.
 * Rangers can bring all-pet skills and an L20 pet; let the pet close distance and do all the work while you heal it. In Hard Mode, add Toxicity, Poisonous Bite and Predator's Pounce. Let the Doppelganger cast Toxicity; keep it poisoned and spam Predator's Pounce.

Ritualist

 * Ritualists (in NM) can let the spirit move them: upon entering combat, cast Bloodsong, Pain, Shadowsong, and Anguish. Target the Doppel (lest your spirits attack its spirits); its spirits will not be sure what to attack, giving you a grave advantage. In Hard Mode, add the title-skill, Summon Spirits.
 * Ritualists (with max restoration) can cast Vengeful Weapon and either Weapon of Remedy or Vengeful Was Khanhei. Do not attack; let the Doppel damage itself. In Hard Mode, cast Mighty Was Vorizun before combat, then spam Vengeful Weapon and Weapon of Remedy. (This is faster and more reliable than the VW/VWK combination.)

Warrior

 * Warriors can use the bonus Hammer and the best armor they can find, maxing Hammer Mastery and bringing no skills.
 * Warriors can bring Shield skills, which the Doppel cannot use. In Hard Mode, also take Riposte, Deadly Riposte, and Gladiator's Defense. Remain close to the Doppel so you can block often. Before entering combat, use skills to protect against its ranged attack, e.g. Shield Stance, Defensive Stance, and/or Deflect Arrows. "For Great Justice!" helps you build more adrenaline to fuel your skills.
 * Warriors can also bring skills that expend all adrenaline (e.g. Wild Blow) and lots of adrenaline-dependent skills; let the Doppel waste its adrenaline while you build up yours.
 * Warriors can take Frenzy and an otherwise empty skill bar. Let the Doppel weaken itself with Frenzy. In Hard Mode, use Frenzied Defense instead.
 * Warriors (in NM) can equip (in this order) Final Thrust, Gash, and Sever Artery, while using the proper skill chain of Sever → Gash → Final.