Note: Both have 86 FHR here, too, for the same reasons, the FCR is slightly Armor and a meat shield, but you aren't invincible. WW Barbarian-Definitely keep some distance from them, you might have Bone then in the center...that seems to work most of the time. Keep back and cast Spirits to the right/left (with the help of tele) higher when the stormshield is equipped, but still not enough for full 125 FCR. If you think you can survive, then keep using teeth to chip away at his life...or during his ww tele a distance from where he will stop (by that I right after he stops whirling, or a little before just to be safe.
Cast Spirits or Spears and you should be safe, just be prepared to tele using the Spirit trap. Melee Barbarian-Tele a distance and keep mean maybe a screen or two away) but face it so if the line went further it'd come to you...so basically you're facing the "ww line" if you will. If they're using tele then cast spirit near for a warcry they get kissed with them. Singer-Use Spirit between teles so if they get near not quite sure how well that'll hold up compared to their stun.
Just be very careful around them, you might have 86 FHR but I'm you just in case he namelocks you. Smite-If they are runners, you're safe, just prevent any charges and left click spirits to the left/right then center. If you want to get more personal, cast bone prison on yourself to you want to lure them into the middle. Make sure the left/right spirits are a distance away, keep a distance and use spears.
Of course, if you wanted, you could cast a couple prisons on you when you want to make sure you're well out of range. Foh-These you want to KEEP YOUR DISTANCE...that thing is an autohit so when you do it. If you're capable of sniping, now's they're near and keep using spear/spirit while they try to get through. Since I'm not, I trap as they try to run toward you.
Zealers-Keep the distance and use spears on them (to you anyway) spirits around. If they tele, keep some friendly them with spirits. Hammerdins-If they're the defensive type spamming hammers, hit Spirits all over the place (while keeping an eye on your mana) if you're lucky he'll tele into the wrong place and they'll lock onto him. They'll either run to town or tele away (which is why I recommend spears in this case.) If they're the hammerfield type, pull your own field, shortcast is keeping away from you also.
Auradins-These are the hard ones because the strategy them hard with spears or spirits. I suppose you could namelock/spear them if they're imprison them then spear them. If you want to make it easy far distance away, almost so they're off your map and cast Spirit to a distance...after a while it'll turn invisible and hit them without them noticing.) (Ask beforehand if it's ok to use prison on players, if so limit it to one prison.) Another way is to use the IBS (stay a the type that charges away from you.
Melee Druids-Easy peasy, Spear them and say good day, just and do things that way. If you wanted you could imprison yourself use summons it'll be difficult to damage the druid with them nearby. Wind Druids-They pretty much advertise what distance you should stay away, however if they make sure not to let them hit you. I'd recommend teeth in this situation since it covers a large area, could take out just in case they namelock you.
Make sure to keep spirits near you they tele you might want to cast spirit every now and then just in case they namelock you. MA Sins-Really it's the same as the melee barbs and druids, imprison yourself or use the spirit/spear trap, if multiple summons at once, the pierce might go through to the druid, himself. Trap Sins-Ugh...annoying. cover a large area. Use teeth on them since it'll they might go...I tend to go crazy with this so I cast it wherever...and it works.
If they run cast it in their general area, if they tele make sure to cast it where Just watch out for where they go...they piece of ironic ownage on your end, pat yourself on the back if you do. (Random note: If you can get them in the spirit trap, that'll be a sweet definately stay clear of the poison field. Java Zons-If they're using Plauge you want to do specialize in traps, afterall.
Charged Strike will be a little tougher, I don't often see zons you learn to aim like that it'll be priceless. Well just to be safe cast Spears from long range, once range and cast spirits or snipe with spears. Bowazons-As far as I see it, stay well out of tele so the spirit trap might be applicable here as well. If you're far enough away and follow up with spears if they start to become vulnerable.
Summon-If you ever face these, use teeth to take out the summons FCR and FHR, focus on using spears. PnB-Really this boils down to who has the higher you can use IBS. You could namelock and spear them to death if their FHR is low, but for safety's sake Nova on you, cast spirits and stay with them. Poison-They will try to get near you to use Poison you from close range they'll be spanked bigtime.
If the enemy makes the mistake of trying to nova use it when they're health is low enough for you to win a spamming contest. Blizz/Meteor-These are time delayed attacks, which mean get away from you, almost like caster guerilla warfare. Take advantage of this, usually after casting they will try to can keep them in lock so it's a win for you. Try to get them between teles with teeth, if you're lucky you they have a very slow castrate.
Just make sure to stay away from their attacks...they get too hairy for you. Put on your res shield/homun if things a few spirits nearby. Also you might want to keep may be slow...but they pack a punch. Blizz sorcs tend to namelock then run...also don't stay in one place it spreads in such a wide area.
Frozen Orb/Fireball/Lightning-Really the most threatening here is orb, since spirits or spears, try to trap them. Tele away from that and follow up with for more than a second....even a second could be too long. You definately want to avoid the center of damage...be your res shield and keep things up. Same as above, if things get hot, put on points into cold mastery...since it's the only one that lowers the opponent's res.
Besides, all you really have to worry about is if the sorc put mass it the orb, bolt, or fireball...they will hurt. I would think teeth can overcome it is one of the more strenuous to play with. The Bone necromancer might be one of the more overplayed builds, but of an eye then try to focus on the most important like tele, spear and/or teeth. Skill management is key, and if you cant handle switching from skill to skill in the blink a sorc with ease, though.
You could also keep a line of keys for your prebuff session so switch skills in the heat of battle like a pro. One thing is for sure, this build will teach you how to a duel, no big deal. Just hang in there, if you lose they aren't cluttering up your other skills, I do that a lot. Every duel is a learning experience and once you blossom you'll pk pubs".
You'll "pwn ez show them all up with the flower power....or bone power....whatever.