Monday, April 16, 2012

Shadow vs Shadow

I've made an observation recently while tinkering with a Shadow Master.

As we all know, her Mind Blasting low life enemies is often very annoying. You're attacking something, and just as it is about to die she converts it. I think I have pin pointed the reason why and how to avoid it!



When searching for this phenomenon and whether or not it's been mentioned in the countless Warrior vs Master debates, I have found this post by Ilkori. As he states, you can use the Master's AI to direct her via Blade Fury. Strangely enough, my tests used a Furysin.

I have only done a few tests, and nothing the way I'd like since I'm not into modding and don't know much on how to completely control it like others. However, I began by having the Shadow Master attack something at melee range. Meanwhile, I am attacking something half a screen or more away.

When I have no points in MB, she'll keep attacking her target or would occasionally DFlight to my target. It isn't a sure fire way to force her attention, but Ilkori's observation does have some merit.

When I swap weapon side and have + MB from gear to allow that inherent AI to take effect, she'll MB my target, but only if it was at low life. If it wasn't, she'd still attack her target and DFlight to me after a while.

When both attacking a single target, she wouldn't MB it even when at low life.



Conclusion: The Master's annoying MB only happens due to her wanting to attack my target as well (perhaps some AI need to assist the caster), and the distance from the target, which is why she would MB someone in PVP since there is always the distance + skill focus.



Rectification: Focusing on DFlight and Teleport stacks the Master onto you, eliminating the MB. This can be annoying when you're in melee already, but this allows you to still have an effective Shadow without resorting to a Warrior. Alternatively, you can swap focus onto a new, higher HP monster and allow DS to kill the low life monster. I haven't tested with a merc in the equation, but I doubt he would influence the AI like a player will. And of course, no skill points in MB if you don't want her to. She likely will be able to regardless, but this stops her from "wanting" to.



Warrior vs Master--Compare and Contrast:



Similarities

1) Both have 40% DR%.

2) Both gain all res% per level (the Master gains more)

3) Both can be immune if gear has res. The Warrior naturally caps at 75, then gear has no limit, whereas the Master's range was increased to 5-90.

4) Same life. Master regains life at 50/s, the Warrior regains at 75/s.



Differences

1) Warrior is limited to your skills.

2) Master has all except Warrior and Master.

3) Master has access to MA skills, which occasionally use Blades of Ice / PS's Ice shards, so more slowing CC.

4) Warrior won't override your traps if you control her, the Master will cast CBS and DS closer, which is bad for DS.

5) Warrior is hard to train to be more effective later, and the Master starts with MA immediately if enemies are nearby.

6) The Master MBs, but tactics can avoid or at least make it bearable.





My recommendation:

Use the Shadow Master.

Trappers can train the Warrior, but this takes time and is necessary every time she is cast. She over rides your more powerful LS and DS, and these sins use up their 5 trap limit much more easily than others.

Melee sin (kickers, Claw, MA, etc) also should use a Master. These sins are more likely to have DFlight at least as one point. Due to this, stacking the Master shouldn't be a problem, and it has an added benefit of keeping the merc close. Once it becomes a habit, it's no more difficult than getting used to DS placement. Speaking of DS, no more than 2-3 is needed to clear any particular mob, and sometimes the next. The Master will cast her traps, but you have so few of your own that her traps won't interfere. Her main downfall is MB, and the steps outlined should* be able to lessen or prevent her casting.







*As always, more input, opinions and testing is appreciated.|||I would stick with master too because it has its own set of skills unlike shadow warrior.|||I still prefer Warrior because it gives me a free CoS cast (which outweighs any random cold effect by far) and never MBs. For the rest it's all pretty much even because I consider her nothing more than a recastable tank.|||I haven't personally delved too deeply into the Shadows yet, but I have a few comments based on what I already know and have confirmed by testing:


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3) Both can be immune if gear has res. The Warrior naturally caps at 75, then gear has no limit, whereas the Master's range was increased to 5-90.




Both are also guaranteed to become Immune if the combination of Fade and their skill level Resist % results in Resist >99%: with a single point in Fade and Shadow Warrior or Master and no individual skill bonuses, SW becomes Immune to Fire, Lightning, Cold and Poison when both are level >11 (> +10 skill bonuses); SM becomes Immune when both are >7 (> +6 skill bonuses), but you have less control over what she casts.


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1) Warrior is limited to your skills.

2) Master has all except Warrior and Master.




SW definitely doesn't use Claw Mastery and Weapon Block, and SM most likely doesn't use them either (although I haven't tested to confirm that yet).


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Trappers can train the Warrior, but this takes time and is necessary every time she is cast. She over rides your more powerful LS and DS, and these sins use up their 5 trap limit much more easily than others.




Trappers should only bother training SW if they want her to use Fire Blast or Shock Web: the sentries (Charged Bolt Sentry, Wake of Fire, Lightning Sentry, Wake of Inferno and Death Sentry) still derive their synergy bonuses from the Assassin's base skill level. Blade Sentinel also still derives its damage from the Assassin's weapon attack damage, not that of the SW. Consult the recent Shadow Warrior and effective synergy levels? topic in the Amazon Basin's Assassin Room for more details.

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