Showing posts with label [:]. Show all posts
Showing posts with label [:]. Show all posts

Saturday, April 14, 2012

Suwayyah? Chaos or Fury?

[:1]Hi,

I can't seem to figure out this simple question. I feel like there's so many things that must be taken into consideration (bugging, swapping with fool's and such). I've only made Trappers so my knowledge on this matter is very poor. Can I just have the short answer please?

Reason: I got a non ladder suwayyah that I prefer to keep rather than trade, but I would like it to be a runeword as that's just cooler to have than a grey base.|||Chaos. The Primary claw needs to have the AR, and be the fastest claw. Chaos is on the secondary, slower claw: Suwayyah.|||What Sass said.|||Lovely!

It makes perfectly sense now

So if one don't mind bugging there's no drawbacks of using Suwayyah Chaos?

If Chaos + Fury it's the Fury that ends up being the primary claw after bugging. And if Chaos + Fool's it's the Fool's that ends up being the primary claw after bugging.|||Correct. With WSM bugging, you get a stronger claw and faster speed. Rather than drawbacks, you basically have only benefits. |||Thx for the answer

I actually though bugging came with a limitation in claw swaps.

So I made my first ever Chaos claws! Nothing special, but as it's my firsts ever I'm pretty excited. Much better than grey bases at least. I wish the rolls could be switched though.

http://i56.tinypic.com/675z6q.jpg

http://i52.tinypic.com/33dfigl.jpg|||What you call nothing special, I still drool over.|||Im a suwayyah fan (really nice damage) and bugging with a faster claw.

Lets say a feral fools + chaos suwayyah bugged along with highlords gives u 9 frame traps laying speed.

I would try to get a high damage (250 + ed / maybe eth + selfrepair) fools claw.Fury cannot compete with this monster.Its pretty hard / expensive to get a good one , but its well worth it in the end.

The downside to bugging ? You have to do it everytime.Lets say a really long duel vs a hammerdin where your bo might run off before you kill him.Switch to cta , cast bo , bug the claws again and take the risk of a telestomp that could catch u unprepared.|||I have an um socketed eth cruel fool's claw and I still find my fury to be very useful against some builds.|||Quote:








Chaos. The Primary claw needs to have the AR, and be the fastest claw. Chaos is on the secondary, slower claw: Suwayyah.




Bolded part. I've seen this thousand times but I still don't understand why. Doesn't WW check for AR of each claw independently? Or is it that after bugging claws you actually get Fool's AR boost for both claws?

/ thread hijack

WW/Trapper Hybrid Guide v1.2 (For sticky)

[:1]Intro

Hi everyone, I�m Ollie, and I play on US West. Since I started playing Diablo 2, I�ve primarily played Assassins. I love the class, especially its versatility. I feel that over my time playing, I�ve played enough assassins, experimented with enough builds, and gained sufficient skill and experience to offer up this guide to help other players use the class to its potential. I don�t claim to be the absolute best with this character, but I am one of the best, and this guide is based on a very long period of testing, building, testing and rebuilding. This is a PvP build for patch 1.11. My goal with building this character is to make an assassin that can take on the vast majority of duelers out there.

An important note here. I say that I�m building this character. I do NOT take credit for creating this build, it�s been around longer than I�ve been playing, and many very skilled players contributed to its making, I�ll give credit at the end.

The goal of this build is to combine the trapper and whirlwind assassin builds. A trapper with any skill (i.e. not one who sits in his traps and hopes the enemy dies on their own) uses mind blast to hold the opponent in place while the traps do their work. Most of the best trappers I�ve seen also trap aggressively, using traps to close with the enemy and keep pressure on them. They can also switch to a defensive style of play, slowly wearing the opponent down if the foes is too dangerous to stay close to. Whirlwind assassins on the other hand have a pretty simplistic game plan. They Dflight to the target and demolish it with a bramble fueled whirlwind. Whirlwind assassins (the good ones) use Wake of Fire traps and mind blast also, to stun the enemy, reduce their block and make them an easy target. Many (some would consider them the best ones) have adopted a play style using Enigma�s teleport and traps with mind blast to cripple the opponent with stun lock while still effectively whirlwinding their targets to death. This last build provided some inspiration for this one. These are simplistic versions of these classes, this character is capable of much more than simply emulating these styles.

I understand that it�s the practice of many guide writers to include a list of acronyms. Here�s mine:

AR - Attack Rating

BoS- Burst of Speed

CoS- Cloak of Shadows

CoA - Crown of Ages

CTA - Call to Arms

DF - Dragon Flight

PDR � Physical Damage Reduction

FHR - Fast Hit Recovery

GC - Grand Charm

FCR- Faster Cast Rate

IAS - Increased Attack Speed

LS - Lightning Sentry

MB - Mind Blast

OW - Open Wounds

PLR - Poison Length Reduction

Res - Resistance

SC - Small Charm

SM - Shadow Master

WB � Weapon Block

WW - Whirlwind

What you will achieve with this build:

Offensively

1. 4 Frame Whirlwind. This means that you have the most possible hit checks when your opponent is within range.

2. 6k Damage LS, good damage considering that you also have a strong whirlwind. This can go as high as 8k, depending on gear.

3. Good Open Wounds, critical against casters/barbs.

4. A 3k Whirlwind. This is what your screen shows. The actual damage is higher due to the double poison application bug.

5. Satisfactory attack rating (this is a tough part of the build).

6. 65% Fast Cast Rate, enough to mind blast effectively and teleport quickly.

7. 9 Frame Trap Laying.

Defensively

1. Over 3000 life without lifers, much more with them. 4.2k is the functional maximum.

2. Max res in hell after losing 30 Res all to the Anya bug.

3. 50% PDR after fade.

4. 58% or higher Claw Block (this is huge).

5. A strong shadow master to minion stack, cause diversion, etc.

Now, how do we get these numbers?

This is the meat and potatoes of the guide, the items and skills. Afterwards comes the smoke and mirrors, the strategy section.|||Character Building

Skills

The skills for this build are pretty straight forward. Here they go:

Traps Tree

1 Fire Blast

1+ Shock Web (All of your remaining skill points go here, around 12 usually, can be almost maxed if you level to 99, though that is a waste of time for most players)

20 Charged Bolt Sentry

20 Lightning Sentry

20 Death Sentry

Shadow Tree

1 Claw Mastery

1 Psychic Hammer

1 Burst of Speed

1 Cloak of Shadows

1-5 Fade

1 Weapon Block

1 Shadow Warrior

2 Mind Blast

1 Shadow Master

20 Venom

Martial Tree

1 Dragon Flight (and prerequisites, only important if you can’t get it on a claw.)

These skills allow us to have strong LS and Venom with our WW. There are several glaring weaknesses in the skill set. These will be covered in gear. Its worth noting that my original character had 20 points in Claw Mastery. After dueling for a while with her, I found that her traps were too weak. I have experimented with my current character using these skills and bramble sin gear against other bramble sins, and I’ve found that there isn’t a huge difference between the two chars. This means that it really is possible to get strong traps and barely sacrifice anything in terms of whirlwind ability.

A note about Mind Blast. Having the extra point in there causes your shadow master to cast it much more often. This is quite useful, as she does it at extreme range, and being an AI she never misses. If you want this feature, put the points in. If you feel you won’t use it much, by all means save the point for a trap synergy.

Stats

Base or 40 Strength

Base or 35 Dex

Max Vitality

Base Energy

Keep in mind that these stats are ball park, I recommend leveling to over 75 before adding any stats at all so that your torch and anni will save you Strength. These can change by +/- 5 points or so depending on charms. If you are a real perfectionist, level to 90 for the max Strength on Enigma before equipping gear. With this setup you can switch to Bramble/Shako/Gores in certain situations. Keep in mind that if you use a Circlet as opposed to CoA, you can use less Str and thus have more vitality. 167 is your new target, Dancers are still the superior boots for this build.|||Gear

Okay, here we go. This character is expensive. No way around it, you must have great gear to perform at a high level. If you have Bartuc’s instead of Fury, you will not win much. If you have Waterwalks instead of Dancers, you will not win much. If you can’t use one of the recommended helms in particular, you will notice a serious reduction in either survivability or speed. Keep this in mind when gearing up. I’d like to recommend cheaper options, but this is a PvP hybrid, and to make a truly good hybrid you need to squeeze every last point out of your skills and gear. I happen to know that with a little help and 2 weeks of hard trading, a player of US West has geared up a satisfactory hybrid.

Helm: The choice of helm makes a big difference for your build. Either a Circlet or Crown of Ages are the two main choices. With a Circlet, you hit 65% FCR easily, you have more skill points, and you can have mods like Visionary which will help your AR. You will have slightly higher traps. If you use a Crown of Ages, you will need a 15%+ fcr ammy with sin skills to compensate and get your break point. This is tough to find. I personally use a Circlet. Your circlet must have the following mods: +2 Sin skills, 20% FCR, 15+ Res All. After that, look for visionary, life, mana, Str boost, an extra socket, etc. Put a 15/15 (15IAS/15 Resist All) jewel in your circlet. If you use a CoA, get a 2 Soc and socket it with a 15/15 jewel (15IAS/15 Resist all) and a -15/15 (-15REQ/15 Resist All).

Finally, I can’t write a guide for a Ghost build without mentioning 1.08 Valkerie Wing. This powerful helm gives 30 to FCR, FHR, Faster R/W and IAS. It includes no skills or resists, but it allows you much more leeway with your other gear. Also, if you socket it with a Shael Rune, it will allow you to use an extra 2 Lifers in place of FHR GCs. If you use 40 lifers, it’s quite a large HP boost. This helm is heavily duped and may poof, so keep this in mind when deciding whether or not to use it.

Amulet: A few choices here. You can either use a godly crafter assassin amulet with 15%+ FCR and +2 skills, resistances, other good mods, or you can go with a unique ammy if you have a Circlet. Maras is a strong option with +skills, +res, +5 stats, all good things. Highlord’s Wrath is also a good amulet, with a +skill, Light res, and its big Deadly Strike bonus. If you use Highlord’s and Fury, you will do good physical damage from all the deadly strike. My personal preference is Maras, it’s more well rounded.

Armor: Enigma. Mine is a Dusk Shroud, either Dusk or Mage are good choices.

Boots: Shadow Dancers. These give you the highest possible kick damage on Dflight, +2 Shadow Skills (important in this build), FHR, and an awesome Dex boost. Since we’re already building for CoA, the Strength requirement isn’t important. Even if you go the circlet route, these boots save you points in Fade (+Shadow skills), as well has helping a lot to get good FHR.

Belt: Arachnid’s Mesh. This is for skills, FCR, and that’s it. The other option is a 15% DR Verdungos Hearty Coil. Using the 2/15+ ammy and the Dungos is one of the best options, it allows you to have maxed DR without adding points to fade and ultimately costs only a little life and resists.

Gloves: Trang-Oul’s Claws. These phenomenal gloves practically make the build work. Note that their 25% bonus to poison damage actually works twice, once when the skill is cast and once when you hit a target with a melee attack. If you take these off, you will take a BIG hit in your poison damage.

Rings: 1 Raven Frost is a must. A fast cast ring with Mana, Life, Resists, and Dex or Str is the best other option. If you use a Valk, you can use a second Raven (nice to have), or a powerful Dual stat ring.

Claws: This is a claw assassin, and your choice of claw is very important. Chaos is a must obviously. It should be your offhand claw. Your Chaos should have +Venom, +Lightning Sentry and +DF on it. For your primary claw, there are really two options. A Fury claw with +Venom and +Lightning Sentry is a very strong option. If you really need the last skill point, look for one with Wake of Fire or Shadow Master. Also, try to get a Fool’s Claw with 40% IAS and good +skills as well. There are really two sets of mods to look for on a Fool’s claw. If you intend to use the Fools only as a switch item to get high AR against heavy melee, then look for one with IAS, high % ED, and 2 Sockets. Another option is to use the Fool’s claw as your primary claw all the time, and switch to Fury only for highly defensive opponents. In this case, look for a Fools with good +skills first and foremost, then IAS, then ED, then sockets, etc. Ideally, you should use a claw that gives +4 or more to your Lightning Sentry, as this will give you powerful traps. I use a Fool’s claw about 90% of the time on my Assassin. Try to get all these claws in Runic Talon. After that, the best options in order are Feral Claws.



I’ll provide a little information about claw speed. Basically, you need over 14 IAS on both your claws to get the highest WW speed break. This is a combination of the weapon’s base speed and the IAS that is actually on it. Suwayyahs have a base speed of 0, so they must have a minimum of 14% IAS (in practice, 20) to hit the BP. This is not a problem if you use Chaos/Fury, because both claws have a very high IAS bonus anyway. On a Fool’s claw, it must have this IAS. On a Feral or Runic claw, you don’t need an IAS for the WW breakpoint. Now, there are other breakpoints that should be taken into account. The speed with which you lay traps is important to your ability to stun lock. This is based on your claw speed. If you use a Runic Talon on your primary claw spot with 40% IAS, you will hit the highest trap breakpoint if you socket a 15% IAS jewel in your helm.



Charms: These will make or break your character. 9 Shadow GCs, 2 with 12% FHR, the rest with life if you can or Strength if you cannot (a 6 Strength charm is like a 18 lifer). Torch, Anni, +Life SCs or +Res SCs, which ever you prefer. Ideally’ 5 Res SCs with Life. 1 5% FHR SC to hit the 86 FHR Breakpoint. The 9 Shadow Charms are an absolute must.|||Strategy

Basics

I assume your dueling in pubs. If not, most of this still applies, ignore references to heavy sorb, etc. I also assume that you�re playing in a relatively friendly manner. If you want to NK a pub into oblivion with this build, you can, and your traps are certainly nasty against naked chars. I won�t include advice on this however, mostly because I�m a poor NKer due to lack of practice.

A word on BM (bad manners). A lot of duelers seem to abide by a fairly arbitrary (and very variable) set of rules. Basically, BM is whatever anyone doesn�t like, so it�s a pretty useless term. Heavy absorb, naked kills, town guarding and using hacks to improve playing skill are the general forms of BM most commonly practiced. I mention them because there are somewhat important to consider when building a character. This is not a BM oriented build. It doesn�t do well against stacked absorb, it doesn�t do well when an opponent heals often. If you are looking for a character that thrives in such an environment, this one is not for you. That said, my personal feeling on BM is this: If an opponent continues a practice against you after you ask them nicely to stop or unhostile, then do whatever you feel like to beat them. Get your merc, load a belt of juvs, Iron Maiden them, whatever, and then NK them till they leave. Another option is to just leave and find other duelers whose set of rules is more in line with yours. Either way, if someone is trying to ruin your fun, you have every right to ruin theirs, and this build CAN do it.

A word on absorb. A heavily sorbing Smiter or BvC is your toughest duel by far. These classes are tough for WWsins in general, add in your relatively low Ar and lack of bramble and you are in trouble. You actually cant use your traps much to stun at all because they will provide healing for the enemy. A key advantage is that that they must sacrifice good gear for absorb. This can be as big a difference as CoA for Kiras. Go to fire trap for stun, but try a light trap when they go back to town and come out again. If you stop using light traps, they may switch back to the superior gear thinking that you�ve been faked out. You can sometimes get them with their sorb off and their proverbial pants down. This is a situation in which you can use judgment. Personally, I sometimes nk a player who is heavily sorbing and acting in an offensive manner. If they are nice and sorbing, then do what you feel is best.

This is also the reason that you have bramble and WWsin gear in your stash. The bramble will give you a large bonus to your venom and increase your chances, especially against smiters. There is a trick with switching this though. You must allow venom to run out before you equip bramble and cast it again. There is a game mechanic that causes a significant loss in damage if you equip the bramble while your venom is still active and cast venom again. Also, be careful in bramble mode, because most strong casters can take huge advantage of your lack of mobility and nail you from range while your inadequate Dflight miss-fires trying to hit them.

Finally consider having an Act 2 Holy Freeze Merc with Infinity, Fortitude and Vampire Gaze that you can bring in if a sorber is really giving you trouble. Consider that a seriously trap locked opponent can actually be physically hit by the Merc, often for huge damage from his powerful weapon. My Infinity happens to be an ethereal Cryptic Axe, for very high damage, especially since he wears Fortitude. Always carry gold (take some from a pker if you run out, they�d do the same to you) and stash it at a non Act 1 waypoint, in case you need potions or your Merc.

Right, down to business. You will duel in two modes, offensive and defensive. You have to be able to transition between these two modes easily. If you can only play defensively in particular, you will quickly run into people who refuse to play your game. Generally though, you will find that you play offensively against casters and defensively against melee. This does not mean that you will only trap against melee and Whirlwind against casters. You need to use all your attacks, Traps, Whirlwind, Mind Blast and Dragon Flight against all your enemies. You have a shadow, as well as your own high defensive attributes to protect you. You should have relatively high life. All of these things add up to make you a daunting prospect for duelers. I�ll outline the templates here, and then reference them as I explain class by class strategies. I�d like to emphasize that the best way to get good with this char is not to read my notes on strategy but rather to go out and duel. If you are having consistent problems against a particular build then come look at the notes. Keep in mind that you will likely encounter people who are very skilled and above average in particular builds. Against these people, your own skill and strong build will be your best allies. Just remember that they may be just as intimidated by your unusual character as you are by theirs. For example, I recently (in a pub) ran into the first and only Trapper/Kicker I�ve ever seen who�s char was actually strong. This resulted in me losing repeatedly until I figured out new tactics. Because I kept dueling him and didn�t descend into the �you�re cheap, I could beat you except _______� mind set, I not only started to kill his char, I became better at dueling against trappers.

The following will cover skill use, templates and finally class specific strategies.|||Skill Use

Hotkeys

When this guide was in the critique phase, I received a lot of questions about hotkeys. Here are the ones I use, make up your own or copy mine, but use a setup that is comfortable for you. Practice with it a lot.

A = Whirlwind

S = Teleport

D = Lightning Sentry

F= Mind Blast

G = Wake of Fire

W = Dragon Flight

R = Cloak

F7-F12 = Prebuff spells

Mind Blast

This skill is very important to trappers, and it is very important to you also. You must use this skill a lot, and you must get used to hitting an oncoming opponent with it with one click. If a smiter is in your face, don�t mb him, your cast animation will get you hit. If he�s a click of his own away, use it. Often they misjudge the distance and miss while getting stunned. Mind Blast is also excellent because it is a phenomenal finisher. It deals a small amount of damage, one point of which generally gets through and kills an enemy at one life. You will frequently end up with enemies at one life, and mb provides a safe and effective finisher.

Dragon Flight

This skill is very powerful and useful. You can hit casters quite hard with it while they are running. The trick is to enter the flight animation when you are on their screen. Keep in mind that it is slow and easily interrupted. Never Dflight at a caster when they are casting at you and you are in immediate danger of being hit. The 24 frame animation will get you killed. Still, while it has a shorter range than Mind Blast to Teleport Whirlwind, it auto aims and hits quickly when you land. Use it well, and remember that you can kill highly defensive casters with only flight and open wounds.

Whirlwind

This is one of your most important skills. It takes practice to get used to the bugs and eccentricities of whirlwind. This skill has a few important attributes. Firstly, it is defensive in nature. You can move with it while maintaining your block. Furthermore, you can attack with it, by whirling through or next to your opponent. It is preferable to whirlwind and �clip� your opponent instead of passing through them. If possible, try to catch a caster in continuous hits with a �triangle� whirlwind, where you execute a neat triangle around them and constantly hit them. The techniques for whirlwind are:

1) Pass: You teleport on an opponent, whirlwind them, and teleport away.

2) Clipping: You catch the opponent with the edge of the whirlwind. This works best against smiters and other melee characters. Keep in mind that if you are moving away from the enemy whirlwind will auto hit, ignoring defense.

3) Triangles: This is similar to clipping, but you try to keep the enemy in the center of a triangle and cause them to be locked up in either hit reaction or block. It is a tough technique to learn. Search Google for �Smash BvC� and you will find some excellent demonstrations of a triwhirl. Keep in mind that your assassin moves slower while in whirlwind, and has less range, so your triangles generally need to be tighter than a barb's. However, a barb has only his Whirlwind to keep the opponent trapped, if you are playing right, you have then stunned by traps as well.

4) Straight: In this technique, you whirlwind straight through your opponent. Only useful against barbs in certain situations or against casters if you are still learning triangles. If you can triwhirl with relative efficiency, you pretty much never need to use a Straight whirl except in WW vs. WW.

Lastly, keep in mind that whirlwind can cause you major problems. This generally happens when you execute a �long� whirlwind, where you are in the animation for an extended period of time. This makes you vulnerable, unable to stop, cast spells, dodge or prevent the enemy from escaping. Avoid this by keeping your cursor in the middle of your screen when using whirlwind and never doing a namelock-whirlwind.

Lightning Sentry

Lightning Sentry shoots in a line. If you lay traps in a field, try to go through the middle of them and then to one side. Avoid perfectly circular trap fields. They reduce the number of hits. Remember, your opponent is likely moving slowly in the field. Another tactic is to lay all of your traps in the same place. This will produce a very strong extra large bolt of lightning. Use such a technique when you lay your traps behind you, as you can whirlwind towards the traps and get a concentrated hit on the enemy at least once. With this build, you don�t lay traps very fast. Replace them one at a time against melee opponents, and keep this fact in mind when dueling in general.

Wake of Fire

This trap is useful for stunning. It stuns very well, and, combined with lightning sentries, can completely lock up the enemy. Use it against Hammerdins, Zons of all types and Necromancers and you will get the most of it. Only cast one or two though, and remember to mind blast to make them effective. They count towards your trap total and will reduce your damage output if you use too many of them. This will also be your main trap against an opponent who over-absorbs you.

Cloak of Shadows

Cast this on your opponent to lower defense. This works best against low def melee opponents like whirlwind assassins and some barbarians. Also, use it to reduce the effectiveness of Necromancer summons and Druid summons as well, as they will be blind when it is cast on them.

Teleport

This is a very important skill. It allows you to keep your block up while moving. It also causes your shadow to stack with you and absorb attacks that would hit you otherwise. Finally, it is a faster closing mechanism than dragon flight, has no cool down time, can land right on your enemy through namelock, and, with good hotkey speed, you can exit teleport in a whirlwind on your opponent. Learn the mechanics of teleport, get a feel for how fast you do it, how far you can do it, and for casting it from a mind blast namelock and you will have a powerful tool in dueling. It can also be used evasively, to dodge, move just out of the way of a whirlwind, or retreat quickly.

Guided Arrow

This skill is important if you choose to use Widowmaker. You cannot fill the Blood Moor with arrows the way an Amazon can, at least not with Fade active. Pump off a few arrows and keep moving. Use this skill to make a highly defensive opponent go offensive (such as a run-away hammerdin) or to deny an area of the map to an opponent. A useful technique against casters who jump on you (some types of sorceress) is to fire off 4-5 GAs, then switch to your claws and teleport along their flight path. If you do this right, they will land in your GAs in much the same way as you land in a necro�s spirit cloud on a bad teleport.

Claw Block

First of all, this isn�t a skill you actively use, but it is very important. A high level claw block is an extremely useful asset, and if you play correctly it will allow you to virtually double your effective life against all attacks, as it blocks pretty much everything (even smite). This skill does have a flaw though. It will not check if you are moving. If you are teleporting, whirlwinding, or standing still, you get 58-60% block on all attacks, with the exception of a few rarely druid spells. Run, and it goes away. So watch your running and avoid it if you may be hit.

Shadow Master

This is a valuable skill. The master will stack with you, taking hits that would otherwise hit you. It is vital against amazons and necromancers in particular. You will also notice that your high level master is sometimes immune to elemental damage. Use this to your advantage if it happens, but don�t count on it. Finally, the Shadow Master can be used more actively as a form of defense. Cast it in trap fields to draw fire, put it ahead of you to draw arrows, or cast it between you and an FoH pally to take his first hit. If your Shadow Master is killed, recast her, but keep in mind that you won�t be able to Dragon Flight for a few seconds after you cast it, so don�t do so if you think you�ll need flight in the next three seconds. This can really screw you over if you forget about it.

Prebuffs

I generally cast my skills from my gear on this build. I first cast Battle Command to boost my skills, then Venom, Fade and Shadow Master. Finally I cast Battle Orders for the life boost on myself and my shadow. Strong prebuff claws with +3 Shadow Skills and +3 Venom are useful to this character, but really unnecessary.|||Templates

Offensive

In this template you are chasing your opponent. You will do this by means of teleport and Dflight. Generally, you are chasing a fast caster. You must get on their screen and initiate Dflight. If you Dflight when they are off screen you will kick slowly in place. If the caster in question is a good bone necro, you probably just died because the spirits just caught you. If, however, you start the kick sequence while on their screen, you will flight them even when they are off your screen. This is the ideal way to hit them, because they just landed from their tele and can�t squeak out from under your kick with their fast cast.

You must remember to trap while you are chasing a caster. You should be dropping a trail of traps behind you, and to the sides. Try to make a caster back track though your traps and get hit. Your shadow will mind blast them while you tele, but you should also try to hit them with a few when they stop to attack or come too close. If you can, keep name lock from your mind blast and teleport to them by switching keys with the mouse button still held down. If you are lucky, you can exit on top of them and whirlwind, possibly clipping them and getting venom in.

Against the very best casters, this will be a long duel. You will be relying on Open Wounds to wear them down, while hoping that they catch a trap and get stunned long enough for you to land a killing blow. Keep a lot of mana pots on your belt. If they try to tank, lay a trap near them and make sure they are mind blasted. They will be seriously stunned if you get this right. Finally, and I feel a little ridiculous having to say it, but keep your Whirlwinds as short as possible against casters. Good casters generally get you when you whirl too long.

Defensive

In this template you are waiting for the enemy to come to you. You lay a trap field and then actively defend the area you are in. This does not mean you lay traps and stand in them. You must be mind blasting, teleporting and doing all the things a trapper does. You can walk your traps towards the enemy to make them come close, you can tele towards them and trap, but generally you are staying near your traps at all times. Do not allow yourself to get far from your traps or you lose your advantage.

This is where the build shines. For most trappers, getting caught is a terrible thing. For you, it means you get to hit the enemy very hard and keep them in place. A mind blasted enemy getting hit by traps and whirlwinded is in trouble. Usually about two seconds of it, then they are dead. The basic technique of this is simple. Make your Whirlwind down the line that the traps fire on. This will ensure a large number of hits from both attacks. Once your enemy starts to get wise to one tactic, switch. You can mix and match as much as you want also. Remember to mind blast. Remember to bring your trap field with you if you chase a retreating enemy. Keep the concept of keeping the enemy in your traps shots and you won�t go far wrong.

Finally, a strong offense will always trump a good defense, the very best duelers are aggressive, and if it�s at all possible to go offensive, then do it.|||Gear Switching

I use a number of gear switches on my character. These can be as simple as Arachnid�s for Tgods, but in my case it can include a complete transition to Bramble assassin gear, as well as the ability to use Widowmaker, stack a lot of resists, or alter my Claw setup in several ways to beat a variety of opponents. There are two important things to mention here. One, in your standard �pub� setup, you can beat pretty much anyone. The best BvCs, BvBs, Smiters and Fist of Heaven�s paladins basically require gear switches for a good chance to beat them. Two, gear switching is a route you choose to go. You will need to build in more hard dexterity and strength to do it. My Assassin has 3.6k life, she could have as much as 3.8-4k in the same gear if it wasn�t for the Dex investments I�ve made. A lot of pure CoA sins with good gear and Enigma built in (this means no strength, no dex) top out at 4.2k life, which is quite nice. However, also consider that life isn�t everything, and my Nekisi has been fully capable of beating other hybrids with much more life than her.

Important gear switch items are:

The Bramble Switch

This is not one item. You will swap out the following items: Helm, Belt, Armor, Switch Shield, and Boots. Helm should be Shako or Giant Skull, depending on opponent. Shako is better against Barbs, Giant Skull against Smiters. These are the two opponents for which you should be making this switch. It is also effective against aggressive Hammerdins. Boots should be Gore Riders, Belt should be Verdungo�s, Armor should be Bramble, and Switch Shield will need to go to Lidless Wall, since Spirit�s Strength requirement is so high. Shako should have a 5/5 Poison Facet socketed in it, Giant Skull should have either BerBer or BerJah.

Widowmaker

I can just swap out my BO gear for this. This is a very useful tool against Barbarians without teleport, Necromancers, Hammerdins (especially), but can be effective against everything. You�ll need to BO, then switch items, or just go without the BO if you don�t prebuff or aren�t allowed. Using Burst of Speed greatly increases the power of Widowmaker, but it also makes you very vulnerable. In fact, using this weapon is generally a tricky business. On your bow switch, you cannot block at all and your traps are much lower. Be careful not to get hit with the bow out. Always cast traps with your claws, always move with your claws unless you are sure it is safe to move a little with the bow. Finally, try to shoot on the move, take advantage of your teleport speed.

Using Widowmaker effectively makes this build all the more powerful, as you can engage the enemy at long, medium, and close range, as opposed to merely medium and close range without the bow. It is also a very hard technique to master, since this build has enough hotkeys without constant weapon switching. A few item switches pair well with Widow. On is to use a Highlord�s amulet for the additional Deadly Strike and IAS, both of which are nice. Also, the Dracul�s Grasp gloves go great with this bow, since they add plenty of Open Wounds, and can even cast life tap. If you want to get very intricate with your weapon switches, fire off a volley of arrows, then switch so that your Fury claw is on. The OW on Fury will afflict opponents hit by your arrows. Tough to pull off, but very satisfying.

Resists

Basically, it�s good to be able to put on a lot of resists sometimes. Some characters seriously deplete your resists, which will be generally just over max in Hell mode (considering the Anya Bug). A Kira�s Tiara with 65-70 res all and an Um rune is very useful. I also carry a Jade Talon, socketed with a Shael rune, for major stack against FoH pallies and Infinity users if I want it. A useful aspect of Jade Talon is that you can keep your 65 Fcr with it on. If you equip a Jade Talon, make sure you switch your claws so that Chaos is in the primary slot. Jade is a terrible claw to hit things with. I also carry a Tgods, although I try not to use it much. I have no other absorb in my stash, I think it�s a crutch. If you want Hotspurs, Wisps, Dwarf Stars, a LoLo CoA or such things in your stash, go for it, but know that you can win without it. If you consistently beat a caster with absorb, but lose without it, you are doing something wrong.

Fast Cast Ammy/ Circlet

This is basically so that if you want to, you can keep your 65 Fcr against an opponent and change an important piece of gear. Switch your helm or ammy for this item, and be able to use a different ring, belt or ammy/helm.



102 Fcr

This is the cast breakpoint above the standard 65 that you aim for. It is attainable with 2 Fcr Rings, a Fcr Amulet, your Arachnid�s, Trang�s and a helm with more than 20 Fcr. There are two helms in the game that have this. One is Griffon�s Eye, which besides the cast rate has terrible mods. The other is Valk. This is really only a useful thing to get against Necromancers, since you cannot maintain resists in this setup. With 102 Fcr, you can stay right in a necro�s face all the time, they literally can�t run away as long as you stay on them. I�ve only used this once or twice against the best necros I�ve dueled, and as of this writing it is still a technique that hasn�t been fully explored by me.

Tanking

This is occasionally useful, especially in Sin vs. Sin dueling, when you just want to out muscle the opponent. I find it is most effective in a hybrid vs. hybrid duel where absorb is being used, and traps effectiveness is seriously reduced. As a result, in such a duel, the ability to absorb WW hits becomes very important. This setup sacrifices speed for life. You equip Tgods, Shako and a BK ring if you have it, while keeping your enigma build. Basically, you will gain almost 400 life, because of the +3 to your BO (good for about 150 life), the + 125 or so on shako, and the +50 on BK, and the +20 Vitality on Tgods, while actually improving your WW damage and maintaining trap damage (the +3 skills will improve WW�s level and damage, also the poison Facet in your Shako is good for more damage).|||Class Specific Strategies

Amazon

4 types here. They can all be strong, though you should do very well against them.

Bow: Offensive. Most of these are child�s play. Teleport to them, Whirlwind and they�re done. There are some very good ones, who have their attack speed and damage dialed, who are a tough prospect. Against these, assume that you�re whirlwind goes slower than their run speed. You must hit them while they stop to shoot. Use traps if you have an opening to trigger Evade and get a Dflight or tele-whirlwind in. They generally die quickly when you can actually hit them. If you play well, keep your whirlwinds tight, have good fhr (you do) and tele accurately, you should never lose to these. The most dangerous moment of this duel is when you transition from tele to Dflight, which has a much slower cast rate and can cause you to get locked in guided arrows. I generally tele exclusively unless they are running.

Bow/Spear: Offensive. This is a subset of the bow class, which uses an SS to block and defend with limited charged strike and fury to damage the enemy in this mode. They generally prefer to use the bow. Close quickly. If they run, tele ahead of them and trap, then try to box them in. You�re goal is to make them switch to a bow thinking they have space, then whirlwind them. They�re shield switch is weaker than a normal zon�s so if you can lock them up in traps and whirlwind you�ve as good as won. These zons tend to be quite skilled, so look out.

Charged Strike: Defensive. Most of these are easy. Just trap them with a mix of WoF and your trusty Lightning Sentry. Most have Tgods as a part of their build, so expect to kill them with whirlwind. The thing is, their usually excellent defense works against them and causes them to get locked easily. Wear your own Tgods and some extra res if you find that they can kill you in one or two hits. It�s worth mentioning that there are a lot of farcast zons around these days. Ignore everyone in the game whining about their farcast and focus on killing them because if can be done. Trap towards them from off their screen and then tele on them quickly and whirlwind. You can lock them while only taking 1-2 farcast hits. It�s worth noting that Tgods will not protect from farcast very well, but tgods + kiras will.

Poison: Offensive. Tele to them, in a non-linear pattern, trap and whirlwind them. Mostly an easy kill. Against the skilled ones, you must kill them quickly and keep them locked. Mind blast even if you feel like you�re not getting enough whirlwind hits. You can often keep them from delivering the killing hit even if you are at 1 hp. If they have a bow, tele on them quickly and hit them while they are on the bow switch. Often, even if they make the switch, it takes them a second to get their poison fields up. This is when you lock and kill them.|||Necromancers

3 Types here, with possible variations.

Bone: Offensive. By far the most common, Bone necros are also the most dangerous. Their spells are quite powerful and unresistable. Because of this, use Burst of Speed against a pure bone necro because it will give you fast trap laying. They also home in on you, which make them the most spammable spells in the game, along side frozen orb. They have tough defense up close, often having max block and full bone armor. They can teleport fast and hit high fast hit reaction breakpoints. These things mean that you must play carefully, but still be quick and aggressive. Trap at all times, as you can catch the necro and often the traps will do serious damage, as necros almost never absorb and often have sub-par resists. Do not chase them three times around the Blood More while they spam at you. It won�t work. Make them come to you. If they insist on running, well, they aren�t much of a threat then. Go back to dueling someone else.



When you catch them, do a short whirlwind and then run, or go for a Triwhirl for the kill. This largely depends on whether or not a bunch of spirits will catch up with you if you stay. I sometimes wear gores against necros for the additional open wounds. Your venom and OW go through Bone Armor. You will need to slowly bleed them. Rarely can you demolish a necro with whirlwind. If you get them on a trap while MB�d, whirlwind them very tight and hope that they don�t get lucky and escape. If they are still there when you leave whirlwind, try to mb them again and whirl again. A good necro will start casting bone spears while you whirlwind him, and these can kill you quickly. Luckily, you have the advantage up close, because your whirlwind can move in an arc while still hitting them. Many spears will miss because of this. You can also block their skills, and you are the only class that can do this. I consider this fact something of a responsibility to go after the necros, who generally dominate most pubs. If you can kill a good necro consistently, congratulate yourself. They are a very tough duel.

Summon: Offensive. Summon necros generally have a meat shield of larger-than-them monsters that they move around as a giant minion stack. They use much lower damage bone spells than bone necros, but they often use prison and curses as well. Your fade will help with the curses a lot, and most necros are not used to recasting as often as they will have to. The favorites are Iron Maiden, Amp and Decrepify. You can whirlwind a pack while you have Iron Maiden on you. I�m not sure why, but I�ve done it a lot. The trick here is to cast cloak of shadows to blind the minions, then repeatedly mind blast the necro pack and trap all around them, hopelessly stun locking and killing the minions while you whirlwind the necro. These are generally less hard than Bone necros.

Poison: Offensive. These guys need to come quite close to you to hit you. Use this to your advantage, and jump them when they do. Make a perimeter of traps, then tele on them when they come near and whirlwind-mb-trap them. You should win 90% of the time, even against the best geared ones. Accept that your life will go to one, try to kill their fire golem before this happens, and play very aggressively with your stun and you will beat them.|||Barbarians

Two types here really. Flexible barbarians will fit into one of these types depending on how they try to deal with you.



Barbarian vs. Melee: This barbarian uses a shield and a high damage weapon like grief. The ones who use Phoenix are more dangerous than those with Stormshield because they hit harder. Regardless, get ready for a long duel and trap them. They will whirlwind out of stunlock, but you can still hurt them a lot with traps. When you get them locked up, tele on them and whirl away quickly. You must have good ar to ensure a hit, because regardless of your high life and PDR they will hurt you a lot when they hit. Their block is better than yours, so you can�t straight whirlwind them. Try to lay traps along their line of whirlwind, keep them mindblasted and keep a trap or two near your own feet. Never try to tele whirlwind them when they are in whirlwind, you will die. These are difficult to beat but you can do it, certainly more effectively than a regular whirlwind assassin. If they sorb, go to your anti-sorb tactics.

Barbarian vs. Caster: These things are a serious threat. This is probably your hardest duel baring a powerful necro or perfectly made smiter. They generally carry a lot of sorb gear and use it liberally. They cannot block though. Their basic tactic is to teleport on you and whirlwind you with a huge damage duel wield whirlwind. You should watch for their leap or teleport (leap generally precedes teleport) and whirlwind before they start their whirlwind. You are hoping to hit them as they exit tele. Keep traps around you at all times. If they are nice and not sorbing, try to get them with traps and mind blast, then whirlwind them. They will whirlwind away, so when you land trap more and mind blast more. General trapper tactics, except you must always be ready to tele or whirlwind away when they get close. A tricked out one will be very tough to beat, but you can do it with practice. With this build, you will not be dominated by Barbs the way your WWsin sisters are.

Paladin

These guys are very diverse. They can be casters, powerful melee, a mix of the two and my personal favorites, Auradins. There are many types of hybrid pally, so it�s impossible to cover every variation within this guide. I�ll go with the main ones.

Hammerdin: Defensive, unless you absolutely must go Offensive. These can be either very easy or very tricky. You have limited defense in the form of claw block, but 2 hammers will generally kill you, certainly three. You must keep these paladins locked up with traps and mind blast while you fight them. Use BoS for this, because fast trapping is important against Hammerdins. Even one cast can seriously hurt you, so it behooves you to keep them very well locked. Even if they are sorbing your light, use it to tied them up, namelock and trap/mind blast, but NEVER namelock teleport on them. You should tele on ground to the bottom right of the paladin. Whirlwind them, but up and down this side, not triangle unless they are severely stunned. If they try to tele on you, whirlwind down, trap and start mind blasting. The toughest of these will try to desync you by charging around and dropping hammers at random. These hammers may or may not become invis also. Don�t chase these guys; just stay a bit out of their range and trap. If they screw up or tele, do a quick drive by whirlwind and tele away. Make them come to you, as they can run and spam forever and you will never hit them.

Auradin: Offensive. When I duel auradin�s my success is always based in part on lag. They basically just run away from you and you get hurt the whole time. I have no qualms about using an element of sorb. Also, wear your Kiras, it�ll help. If you have Jade Talon, put that on too. With this gear, they will hurt you slowly. Lock them with mind blast, mb away, throw some traps and wait till they get tripped up. Most of them you can just flight while they run around. Don�t worry if they take a while to kill, just keep on them, you can kill them with an OW hit and mind blast if necessary. If they use charge or zeal, this is tougher, but it also brings them near you, so mb them and whirlwind clip for the lock. The really dangerous ones use smite with grief and dream gear, and for these you need to be very careful. If they run, flight them and ww away to prevent them from locking you up in smite. Generally you will hurt these guys a lot, as their aura gear gives poor defensive attributes.

Smiter: Defensive. These are generally easy. Put out traps, whirlwind away from their smite, remember to mind blast. Simple. BUT, there are a few smiters who are really good, have tele smite skills, possibly Fist of Heavens with conviction available, big life and high speed attacks. These are beatable with standard tactics, but if they sorb your light switch to Bramble Gear. Put on Bramble, Dungos, Gores, Shako or BerBer Giant Skull if you have it. With this gear you can do high whirlwind damage and still force them to give up gear by trapping. Whirlwind carefully. You�ll find that the more you mb the better you do. Also, be careful mind blasting because your cast rate is lower now and they can nail you while you do it. You can offensively clip these guys, but only while they�re in a trap lock. Expect them to get out of lock quickly and never walk around. You should either be mind blasting or whirlwinding or trapping. The most dangerous part of this duel is often when your traps run out. Replace them one at a time or the pally will charge you dead. If tapped, whirlwind away in a straight line. Tap runs out quickly. If I find a pally is tapping me a lot, I�ll switch to Marrowwalks and use their charges to tap him. Mine lasts longer, and I can do it from namelock. Very useful.

Fist of Heavens: Offensive. These are tough. Wear your res stack gear and Tgods. Always have your shadow out. The teleporting kind is easy, just mb/trap/ww, but if they charge they are harder. Consider them like Auradins, except that they can hit hard only rarely and you�ll block a lot of their attacks. Try to get them open wounded, mind blast constantly and do namelock mind blast to teleport whirlwinds to get in hits.

In general, Paladins are hard opponents. Remember that attack rating is your friend, so if you have a fools use it, and never assume that a caster doesn�t have a Grief/HoZ smite available until you know they don�t.

w/s kick questions (pvp)

[:1]Lots of numbers and outdated(?) text in a sticky. And it talks about c/c. + I suck in math.

I'll be using Fleshripper (fanged knife, -20) and wondering what to socket it with (shael, 15IAS xx AR jewel or eth). I was planning Angelics, Raven and Trang's but none of those gives IAS. To get IAS change to Bloodfist and Cat's eye but that'd hurt my dmg and AR.

So, how much IAS I need to reach fast enough kicks for pvp using Fade?

EDIT: thanks to sticky correction thread found Xepolite calc. Using Grief PB (only missing the 5s0c PB) hitting max would be no problem. pity all the good stuff from it don't transfer to kicks. So I'm still sticking with fleshripper.

With shael in FR and cat's eye/15IAS in shako I'm at 8/3. Question remains, would it be enough or should I squeeze to 7/3?|||All you need to know:

PvP Kicksin Guide by wizAdept|||Thanks, somehow missed that completely. BoS would make things so easy but I want to UT and pvp just by gear change. And the FCR to MB I completely forgot :facepalm: but I'll get there... On the other hand, odds to score good pala/sorc torch are low and time getting to UT is long. Keep on grinding the pit, in other words.

question about infinity

[:1]sorry if this has been asked before but does infinity runeword work for our lighting traps|||The conviction aura works. The -light res doesn't.|||would that conviction aura be enough to allow a lighting trapper to handle all areas ?|||Pretty much. It also helps their DS and FB skills, so immunities rarely stay a problem even when conviction doesn't break a LI (not sure which if any can't be broken).|||ok thanks alot time to start collecting the right runes

wsm bugging

[:1]hi, i'm a bit confused about how to wsm bug. i read tienje's guide, but i'm still kind of confused. so say i have a chaos suwayyah and fury feral claws. could someone walk me through how to wsm bug? thanks!|||♫ Put the Fury over boots, you nut. Drink it all up ♫

♫ You put the Chaos over gloves you nut. Drink it all up ♫

♫ You press for the weapon slot, cast Battle Orders ♫

♫ You press for the weapon slot, click on Chaos ♫

♫ You click the Chaos back where it was, now it's all done ♫

♫ You put the lime in the coconut and drink it all up ♫

♫ You put the lime in the coconut and call the doctor woke him up ♫|||awesome, thanks a lot! =)

Hybrid or Ghost

[:1]Hi all im currently at a stand still i cant decide i can get the gear for either except ill be using Chaos and fury Suwayyah.

i really cant decide ive been looking at Happys Hybrid and TienJe's Ghost i love both my sin just clicked over to lvl90 just need to decide.

My worry is that as i hybrid will be sorbed like a mofo and my ghost will be trounced by barbs ill be doing pub so what do you all think?? |||u should have chaos suwayyah and feral fury setup. i just enjoy the ghost and i have tested both sin's and ghost was a better suit for me|||Whichever build you go for, don't use a suwayyah for your Fury! You need a runic or feral or something kinda fast so you can least wsm bug to hit 9fpa trap laying speed with a Fury claw.|||ok thanks for the tip

but my main problem is finding one been haveing trouble getting a 3 poison 3ls

the one i've got is a 3 poison 3 ls and 3 mb on both claws im kinda pore now after getting the rest of the gear is it hopeless if i cant find 1 can i soc ias in helm instead?

can i make the builds without feral?|||I think im now leaning towords the ghost because of what you say if i cant bug them ill have a strong ww with better AR witch might be a better option imm post my gear soon|||You can--Runics are perfectly fine.



Hybrids are good in a GM pub (oxymoron, I know). In just a random game, expect absorb.

W/O absorb, a hybrid has a much higher chance against barbs. With it, you're better off with a Ghost, but lose the ability to target multiple people like a Hybrid can.|||my gear

Main equipment:

Helm: (finding a +skill 2soc 20 fcr)

Armor: Enigma Archon Plate +775 Defense - Perfect

Weapon 1: Fury Suwayyah - 3 LS/3 Venom/3 MB

Weapon 2: Chaos Suwayyah - 3 LS/3 Venom/3 MB - 340% ED - Perfect

Amulet: Mara's Kaleidoscope 30 res

Ring 1: Ravenfrost - 20 Dex & 250 AR - Perfect

Ring 2: (finding 10 fcr with extras)

Belt: Arachnid Mesh - 120% ED - Perfect

Gloves: Trang-Oul's Claws

Boots: Shadow Dancer - 2 SD & 25 Dex

Switch:

Weapon: Call to Arms Flail - Perfect 6 BO

Shield: Spirit Monarch - 35% FCR

Inventory:

Hellfire Torch: Assassin Hellfire 19 res 18 stats

Annihilus: (need to get)

Charms: 9x Assassin Shadow Disciplines Life GC and 10x 20 Life SC (currently getting)

Bramble Switch

Helm: Giant Skull 2x Rainbow Facet Jewel +5/-5 poison death

Armor: Bramble Archon Plate Perfect

Belt: Verdungo's Hearty Cord

Boots:Gore Rider Perfect

In Stash

Demon Limb

Hotspur

15 Resist All / 15% IAS Jewel (for 20fcr helm)

Thundergod's Vigor

Angelic ring

Angelic Amulet

My sin is at lvl 90 and is ready for stat reset i was also wondering if i should use Sandstorm Trek instead of Shadow Dancer like in TienJe's build also is dungos needed or just good to have? feel free to say if im doing something wrong all im looking to make is a good pvp build that can stand with the best i've always been in pvm and this will be my only pvp as i am pretty broke now and like pvp sins advice would be great =)|||@ Sass so you think Ghost would be best with my current gear? i've been leaning towards it.

Is my main problem my claws? and can a Ghost sin peform just as well in pubs cos like you said i can only target 1 person at a time i've been flip floping back and forth between both builds trying to decide i think my main worries are that if i go Hybrid i wonte be able to lay traps quickenough and that as a ghost im going to bet barb stomped and killed by 2v1 ppl.

Sorry about this guys im probably being a nooby pain but im just finding myself feeling clueless as to what to do =/|||2 x duped suwayyah's = win|||Currently, the gear favors a hybrid. Ghosts tend to use Highlord's and a tri-res pair of boots. They don't need treks.



Hybrids benefit from Mara's, and enjoy the +2 Shadow on dancers.



Neither build uses 2x Suwayyah. Like you fear, using them makes you cast traps too slowly. Build with either a Runic or Ferals and WSM like Tienje describes if you want to use a Suwayyah.



If this is your only PvP char, I'd start with the hybrid. LS makes you more versatile, and you can afford to stay back and get the hang of PvP before jumping into face-to-face PvP. Both are heavily skill intensive, and Hybrids are the more user friendly of the two.

Once WW is mastered, a simple respec can get you to be a Ghost--they can perform well with that gear as well. For both, trap speed is everything, so look into swapping that Fury.

ghost vs barb

[:1]i wanted to kno what ur item build was against a barb (im physical oriented)|||Get max dr ( or use fade), i had one a while ago 3 + years, but had chaos/fury, CoA, Fort, nice dual leech ring, ravens, upped shadow dancers, dracs metal grid, and i had a ton of lifers and ar charms in inventory. My main goal was having high def/life/dr/ar. Barbs have high life and def unless they are BvC. But besides the point use WoF to test his fhr. And just WW away from him. Poison will work its magic, hopefully you get some claw blocks. Barb is obviously a better melee fighter in the WW arena, so just play smarter|||Helm: 2sin/20cast/99% AR per lvl, preferably 2 sockets, but 1 is fine

Amulet: Highlord's

Armor: Enigma

Claw1: Chaos Suwayyah, ofc.

Claw2: Feral's Fool's (2soc, UmUm)

Gloves: Trangs

Belt: Arach's

Ring1: Raven's (high ar)

Ring2: high ar, stats (mostly life).

Boots: Gores (non-upped)

Charms: AR / life. Ar/Dmg/Life if you can.



There is no "or use fade". Use it, definitely. You can't afford to lose your mobility, and the stuff that you ignore to keep it has the DR. Fade is maxed, and you have plenty of + skills. Ber'd circ gets you ~50 if your claws have + fade (still close if you cast just on BO side).



Unfortunately, there's much more to it than WWing away. It kills smiters and the like easily, but not WWers.

Mostly, they telestomp. As a barb, it's very tempting to assume the sin can't kill you first. Here's where you WW away. Make sure it's truly randomly done and isn't where he goes. Never trade whirls. If you do the trapping and MB, be ready to halt quickly if he's teleporting. WW medium and tele off.



If you're attacking him, get behind his WW and off to the side. Intersect him, meeting just behind the char, not before. Keep the Shadow and CoS up at all times.



If he WWs directly to you, WW perpendicular. If that follows, tele and flee--he's about to hit you and get out of desync. Lead him to where he goes directly to you and repeat direct strategy.



Most importantly, watch this and see if you can view what I'm talking about. It makes it clearer. Ultimately, it's a much higher learning curve than any other fight, so expect to lose. Even great sins aren't perfectly consistent, but do deliver nasty surprises. Don't play to rape--you never will. Just have fun with it. |||it aint easy, but it is possible to beat a BvC with an enigma ghost. it's a lot easier if you can get a high end BO.

i find the 'best' method is to apply a neat little BvB trick.

in bvb against a far stronger opponent, and usually a good idea in any bvb duel, the key is to get in as many unopposed hitchecks as possible, the more the merrier.

try and time your whirl or telewhirl so you can cut them as they are exiting their whirl animation.

don't trade whirlyfests with a bvc, it's gonna get you dead.

trap, lock, hit and run. keep your shadow out, throw stars. i use a fools claw instead of a fury. load up on AR.

my search-fu is good today!

from this old thread on the same subject

http://img86.imageshack.us/img86/186...enbrothay8.jpg

please note ping.

i may even still have that ear too...

ChickenBroth was a very good BvC during ladder three and posted here as Akumaxxyz. we had many a gfg slugfest.


Quote:








There is no "or use fade". Use it, definitely. You can't afford to lose your mobility,




quoted here for truth.|||Quote:








Helm: 2sin/20cast/99% AR per lvl, preferably 2 sockets, but 1 is fine

Amulet: Highlord's

Armor: Enigma

Claw1: Chaos Suwayyah, ofc.

Claw2: Feral's Fool's (2soc, UmUm)

Gloves: Trangs

Belt: Arach's

Ring1: Raven's (high ar)

Ring2: high ar, stats (mostly life).

Boots: Gores (non-upped)

Charms: AR / life. Ar/Dmg/Life if you can.



There is no "or use fade". Use it, definitely. You can't afford to lose your mobility, and the stuff that you ignore to keep it has the DR. Fade is maxed, and you have plenty of + skills. Ber'd circ gets you ~50 if your claws have + fade (still close if you cast just on BO side).



Unfortunately, there's much more to it than WWing away. It kills smiters and the like easily, but not WWers.

Mostly, they telestomp. As a barb, it's very tempting to assume the sin can't kill you first. Here's where you WW away. Make sure it's truly randomly done and isn't where he goes. Never trade whirls. If you do the trapping and MB, be ready to halt quickly if he's teleporting. WW medium and tele off.



If you're attacking him, get behind his WW and off to the side. Intersect him, meeting just behind the char, not before. Keep the Shadow and CoS up at all times.



If he WWs directly to you, WW perpendicular. If that follows, tele and flee--he's about to hit you and get out of desync. Lead him to where he goes directly to you and repeat direct strategy.



Most importantly, watch this and see if you can view what I'm talking about. It makes it clearer. Ultimately, it's a much higher learning curve than any other fight, so expect to lose. Even great sins aren't perfectly consistent, but do deliver nasty surprises. Don't play to rape--you never will. Just have fun with it.




thanks for the input from all. i wanted to kno if this should be the strategy vs shield barbs as i jus use widow with 65 fcr with kb seems pretty easy. also another question not related to topic i use gchaos/feral fury setup, is it better for gchaos/gfury or a gchaos/ggfools general speaking vs all chars remember im physical oriented i like to stunlock and triwhirl|||VS most, stick with Fury. You only need Fool's vs hdins, V/Ts and barbs.|||Quote:




Helm: 2sin/20cast/99% AR per lvl, preferably 2 sockets, but 1 is fine

Amulet: Highlord's

Armor: Enigma

Claw1: Chaos Suwayyah, ofc.

Claw2: Feral's Fool's (2soc, UmUm)

Gloves: Trangs

Belt: Arach's

Ring1: Raven's (high ar)

Ring2: high ar, stats (mostly life).

Boots: Gores (non-upped)




Are you sure about raven? I heard can be frozen is more beneficial for ww. On the other hand it will slow down how fast you use your traps. Also should you make enigma out of heavy armor for slower frw?|||Quote:








Are you sure about raven? I heard can be frozen is more beneficial for ww. On the other hand it will slow down how fast you use your traps. Also should you make enigma out of heavy armor for slower frw?




I am by no means as experienced as some ghost/wwsin players on here, but in my opinion, slow ww movement speed would get you killed. More hitchecks = more damage, but I don't want to stay that close to the barb for long. I want to catch him with his pants down really quickly, then move on and wait for another opening.|||Quote:








Are you sure about raven? I heard can be frozen is more beneficial for ww. On the other hand it will slow down how fast you use your traps. Also should you make enigma out of heavy armor for slower frw?




Frozen benefits like this: your attacks hit the same amount, but you move out of range in less time (takes longer due to slow movement). That equals more hits. However, the problem is moving slowly. VS a stationary target, this isn't a problem. Anything other than a low FHR sorc, however, needs mobility. Tri-whirls, or being near a barb, you need speed.\

Engima needs to stay. Not only does it maintain your WW speed, it gives you tele. Without that, you are worse than a sitting duck for any barb. You'll only trade whirls, and you are unable to get the "unanswered hits" Meph alludes to. To move, running and walking both drop all block, but tele keeps it. You need block here.




Quote:




I am by no means as experienced as some ghost/wwsin players on here, but in my opinion, slow ww movement speed would get you killed. More hitchecks = more damage, but I don't want to stay that close to the barb for long. I want to catch him with his pants down really quickly, then move on and wait for another opening.




QTF.

Honestly, it can be a good bit of hit and run on your part. You don't want to sit and try to tank or out damage a barb. Instead, play to your strengths: mobility, and DoT. Even physical Ghosts have Venom and OW, so use it to your advantage.|||Also take note that open wounds' duration is 8 seconds. If a barb is really proving tough or I'm feeling particularly cheap or vicious, I will wait ~8 seconds after a good WW before attempting to WW him again. After all, this is "free" damage: he's dying by inches while I'm a screen or so away, keeping him on the minimap but not allowing him to get within WW distance.

If all else fails and I get frustrated, I break out Widowmaker, stick on Cat's Eye, cast BoS, and give him a run for his money. Even if you still die due to misteleportation or running out of mana pots, the barb should be ready to pull out his hair (well, eyebrows maybe) by the time he gets you. If he breaks out a Widowmaker, too, well... good luck.

High Level Fire Blast PvM Hoto/Spirit Style

[:1]I just ran the numbers on my assassin and it kind of surprised me. I always knew Fire Blast was good, but not this good.

My assassin:

Fire Blast: 5,850-6,826 (9 frame per trap)

Lightning Sentry: 1-10,053 (9 frame per trap, 33 frame initial delay and 30 frame firing speed)

Fire Blast (9 frame trap laying speed) vs Diablo:

5,850-6,826 fire damage

7,897-9,215 fire damage (with conviction)

Fire damage each frame (with conviction): 877-1,023

Average fire damage each frame (with conviction): 950

Lightning Sentry (30 fpa firing speed) vs Diablo:

1-10,053 lightning damage

1-13,671 lightning damage (with conviction)

Lightning damage each frame with (with convition): 1-455

Average lightning damage each frame (with conviction): 227

Average lightning damage of 5 x LS each frame (with conviction): 1,135

I won't have 5 x LS working by the time Baal is spawned. As far as I know Diablo is the only monster you can have 5 x LS up and running against by the time it's spawned. Against all other monsters it will take some time before I got 5 x LS up and running. FB is extremely good. The area of effect isn't bad at all. Of course I set up 5 x LS at Baal before I start FB. I don't use LS if I feel FB will get the job done faster, which it will a lot of the time. I've made a little something for you guys to have a look at (this is average damage without conviction vs 0% resistance monsters).

Agressive Fire Blast Style (my favored style):

Frame 0/1: Starting Teleport (102% = 10 frames)

Frame 11: Starting FB #1

Frame 20: Starting FB #2 (total damage: 6,338)

Frame 29: Starting FB #3 (total damage: 12,676)

Frame 38: Starting FB #4 (total damage: 19,014)

Frame 47: Starting FB #5 (total damage: 25,352)

Frame 56: Starting FB #6 (total damage: 31,690)

Frame 65: Starting FB #7 (total damage: 38,028)

Frame 74: Starting FB #8 (total damage: 44,366)



Passive Lightning Sentry Style:


Frame 0/1: Starting LS #1

Frame 10: Starting LS #2 (LS #1 completed)

Frame 19: Starting LS #3 (LS #2 completed)

Frame 28: Starting LS #4 (LS #3 completed)

Frame 37: Starting LS #5 (LS #4 completed)

Frame 43: LS #1 fires 1st shoot (total damage: 5,027)

Frame 46: (LS #5 completed)

Frame 52: LS #2 fires 1st shoot (total damage: 10,054)

Frame 61: LS #3 fires 1st shoot (total damage: 15,081)

Frame 70: LS #4 fires 1st shoot (total damage: 20,108)

Frame 73: LS #1 fires 2rd shoot (total damage: 25,135)

Frame 79: LS #5 fires 1st shoot (total damage: 30,162)

Fire Blast is indeed a strong skill and more than just a backup skill.|||Definitely, in fact the optimal secondary attack for trapsins, especially with their free socket spots for facets.Much more powerful and flexible than kicks, despite the hype of some unaware or naivistic forum members, to not name names.|||Quote:








Definitely, in fact the optimal secondary attack for trapsins, especially with their free socket spots for facets.Much more powerful and flexible than kicks, despite the hype of some unaware or naivistic forum members, to not name names.




Hmm, I thought facets didn't do anything for your traps?|||For self cast things (Fire Blast and Shock Web), they do. The Sentries aren't affected.|||Quote:








For self cast things (Fire Blast and Shock Web), they do. The Sentries aren't affected.




Interesting!

I wonder whether or not it's any good to have 2 x faceted 5 LS claws in a PvP trappers stash for dueling necs and perhaps other chars also. The loss of 21% FHR could be overcome by also stashing a shael'ed griff.|||i think in pvm 174 fcr set will be more interesting. And you can also try c/c set with 5-6 fb claws with fire rbfs and 9tls - damage rly amazing.|||Well conviction does not break many fire immunes so I would primarly stick with light sentry then work rest points into fire blast for secondary attack. Makes a good combo use ls and fb on boss for best results of kill. Dont forget to mb when you need to.|||Quote:








i think in pvm 174 fcr set will be more interesting. And you can also try c/c set with 5-6 fb claws with fire rbfs and 9tls - damage rly amazing.




9tls?

Anyways, yes I could imagine fire damage being really nice, but I'm gonna stick with hoto/spirit because I'm not into spending much on my pvm chars. I could imagine such claws being very expensive because who have such fire claws for trade? Anyways, as FB and LS both can't spawn on claws it's probably better to stick with the LS ones.

I'm not sure about the 174 BP. Anyways, dying is something I want to avoid for all cost so I can't really go to 174 as I need that Verdungo to keep me from dying.


Quote:








Well conviction does not break many fire immunes so I would primarly stick with light sentry then work rest points into fire blast for secondary attack. Makes a good combo use ls and fb on boss for best results of kill. Dont forget to mb when you need to.




I'm not debating the power of LS. I'm just pointing out that FB is indeed a nice skill especially against Diablo. You won't believe how many Assassins I have had in Diablo Party who just made 5 x LS and waited for them to get the kill. In fact I haven't had a single Assassin in Diablo Party who did FB. I've had a few ones do Shock Web, but none who did FB and I've had many Assassins in Diablo Parties. I'm pretty sure that I've had all the lvl 97+ Assassin on EuScL5 in my Diablo Party at some point.

I don't have any points into MB because that's 1 wasted skill point when it comes to PvM. Nor do I have any points into a Shadow as that's even more points wasted in PvM.|||but fb avg damage can be 2x more then ls with fire facets... but y, in practice it doesnt metter - diablo anyway dies from 3-5 sec. it's good in pvp to have fb as main source of dagame...

i think that 5-6 fb claws must be more cheap, than ls... but more rare.

ps. sry for bad english...

pps. but if you really wanna more safe build i think stormshield with max block and pb spirit would be better)... i really hate hoto on trapsins^_^|||No clue why you'd use Lightning Sentry against any boss when Charged Bolt Sentry will kill significantly faster?

Not sure why you're saying you can't get 5x traps out superfast... are you taking care of your IAS?

is it worth it?

[:1]i m in dilema to buy relatively expensive high dmg fools claw or not

claw in question is suwayah 40 ias 300 ed fools.

i m aware that i will not have max trap laying speed with chaos suwayah and this fools suwayah. as an option i can use chaos runic with that fools

what you think guys?|||No. Fools needs to be fast. On a DClaw w/ BoS, it'd still be great (high BoS and other IAS).|||Sass said it. The fool's claw needs to be fast. Whirlwind seems to use the AR from the primary claw, and after bugging either the fool's suwayyah is primary & you have slow trap speeds, or the chaos runic is primary and you have low AR.

I would rather have a lower ED, lower ias (only 20 is needed iirc on a bugged runic) runic fool's claw. It will be much more versatile.|||go for a feral fools|||If you also use traps then runic talons are the way to go for maxing out ias and against slow.|||at the moment i have this one i traded before:

http://img7.imageshack.us/img7/8393/screenshot205t.jpg

and second which i found yesterday in baal run as blade talon and uped it twice:

http://img838.imageshack.us/img838/6...enshot204p.jpg

and there is option of third which i guess is best

40 ias 2*um gt fools (but no ed and skills ), but i will had to remove this from my assa bear altough on second though she will not benefit much since is not competive in pure melee duels..

or i can buy other one with some minor skills (+1 mb and +3 bs)|||If you have a Highlord's, you can use the first one just fine.|||well i like mara 30 @ more|||Then I'd go for the Fools GT.|||Quote:








well i like mara 30 @ more




on a high phys damage claw, the %ds/level on a highlords boosts your average damage by quite some considerable margin.

Starting Furysin

[:1]Evening all,

I've been browsing these forums for the last week and digging through old guides, posts, etc. I recently discovered the Furysin Analysis and had a few questions (in addition to general questions) for my situation:

I'm not an established player. I literally just picked up D2 again - the last time I played it was before LoD came out.

A few quick questions/statements:

I'm just started through Nightmare - I'm level 43 at the moment.

1.) I just got Hexfire Shamshir - which is a MASSIVE upgrade in damage over my Gale Barb Claws. I have 9 Points in Claw Mastery (with a +1 skill shield) - I understand the AR from Claw Mastery does NOT apply to BF - so if my character sheet damage is showing a 100 damage up - should I use the Shamshir until I get something better?

2.) I'm been dumping points into Venom for now because it seems like the biggest bang for the buck - does anyone else have another suggestion to max first?

3.) I put a point into DT early on not knowing what to use - should I use my early respec to focus my points more? I'm a bit spread out right now: 10 CM, 4 Shadow Master, 4-5 Venom, 2DS and about 7 into BF. Should I respec and focus points more?

Just some basic stuff but this forum has a ton of information to absorb if you'r new so it's been a challenge! I appreciate what everyone does here - thank you.

These are LAN games with friends - no ladder or anything special, we're just having fun until D3 comes out.|||1) Certainly. It's a nice exceptional, but do keep your eyes peeled for an upgrade. Generally, something with leech (if not on gear) and good damage are the big thing. Also, scoop up anything eth, just in case it's a good one.

2) With a Furysin, I wouldn't bother with venom. Remember, it is reduced by the same penalty, and venom isn't that strong in PvM anyway. I'd recommend maxing BF first, then then DS, and go for the claw mastery by the time you get a decent one (or can runeword one).

3) BF and DS are your core skills now. CM won't help unless you can focus on them, which usually means you need a good one to pass up on the rest of the 1 handers. Shadows and venom are good, but at one point until you get some more.|||I think you should just focus on Blade Fury. After all it's pretty much your weapon and more points is the same as getting a new weapon, and get your shadow to a survivable level. When your shadow can take some hits and give you time to produce corpses, then pump into DS. DS doesn't help much if your forced to dance 30 yards back to avoid attacks.

Focus on Cmastery last, since you need a good claw anyways. Only 4 skills worth investing in. Though Dtalon does work much better agaisnt bosses with CB in mind. That would be recommended as you need good gear oriented on increasing your chance to hit bosses later on to deal with em using BF alone. I would invest in Dtalon for the time being to deal with bosses. BF is VERY AR dependent agaisnt bosses.

The nice thing is that you can get by with the same gear setup as a kicker so it doesn't harm you. Cept you will need the angelic combo most likely.|||Thanks for the feedback.

I was confused when I first started putting in points - and my research and reading of the BF Analysis guide led me to question it here and I am glad I did.

I'm going to use my Nightmare respec and correct my points.

I actually just got Goblin Toe boots from a Normal Baal run, lucky me. :d

Yeah, I read the Uber-Tristram assassin guide for Kick/BF and it seemed pretty interesting as well although I'm not sure I'll ever make it that far. I'll focus on BF first with 3-4 into SM so he can tank a little.

I currently have around 5 invested in Fade, should I reinvest those as well? I really like Fade.|||o.O DS has nothing to do with how far you are from the action. DS will blow them up right in their faces... It's usefulness increases because you're far away. At a large distance, it'll only blow corpses and not shoot lightning. That's helpful since it takes many synergies to make the lightning half way decent.|||Quote:








o.O DS has nothing to do with how far you are from the action. DS will blow them up right in their faces... It's usefulness increases because you're far away. At a large distance, it'll only blow corpses and not shoot lightning. That's helpful since it takes many synergies to make the lightning half way decent.




It doesn't have a 30 yard radius......

Starting out your not going to have it maxed either. Your stuck with like a 6-7 radius blast area that will only help you if you can keep them in the same place. What im saying is that it will do you no good if you have to flee from them all the way down the hall before your torn to shreds while many are still giving chase. That's why you need a good merc and shadow before the rich investment.|||Torn to shreds? Are we talking about the same furysin you said was untouchable?



BTW, 30 yards isn't relevant...|||Once again thanks for the help.

I just got my third Sigon item which will help until more Uniques drop - the Shield is especially nice for the +1 Skill.

I changed my points around - and although I consume more mana (a problem that isn't really a problem, especially as soon as I get a nice leech) it's killing much faster. 1 point if Venom was definitely fine for now - and I have 21 BF now and it hits very hard. I usually just Mind Blast or Cloak > Kill a couple > DS and watch red stuff fly everywhere.

Thanks much!|||Quote:








Torn to shreds? Are we talking about the same furysin you said was untouchable?



BTW, 30 yards isn't relevant...




It's a little different when your below level 40 with poor gear watching your merc and shadow go poof, and not have a limitless mana supply to keep rolling MB and CoS, AND a 30 yard radius is to make a point......

*facepalm*|||DS doesn't need a 30 yard radius...4 is fine, more is better.

174 fcr trap sin

[:1]Is it worth using w/s and 174 fcr in pvm? I was planning on building one some day witht he following gear:

hoto

enig

mages

2 sin/20 fcr/10 fhr/2os/etc. cham/rare jewel with fhr, all resist, etc.

35 fcr spirit monarch

2 sin/19 fcr/all resist/etc. ammy

15 vita treks

x2 fcr rings life/resist mods/etc.

arach

Im planning on sticking with 1 point BoS so I can max out trap ias. It should be much faster than a c/c trap sin in pvm because of the teleport frames and sticking with BoS to increase frw.|||Yup, worth it IMO. I knew a gg rusher trapper and he used 174fcr + BoS setup. The lack of DR can be dangerous in some situations but if you play it like a sorc there should be no problem.|||Quote:








Yup, worth it IMO. I knew a gg rusher trapper and he used 174fcr + BoS setup. The lack of DR can be dangerous in some situations but if you play it like a sorc there should be no problem.




But using stat gear like that I should be able to handle spirit monarch at base str but problem is maxing out all resist. I will need some sort of high fire resist to max that out too. Reason for treks over aldurs is because of fhr breakpoint. But this should hit at least 3k life easy.|||when i haven't cta i used spirit+wizzi+fade on swop to to get faster baal/andy and i had no problem. and it's really good variant to have 174 fcr for fast rush and boss running imo.|||Quote:








when i haven't cta i used spirit+wizzi+fade on swop to to get faster baal/andy and i had no problem. and it's really good variant to have 174 fcr for fast rush and boss running imo.




Why use wizzy when you can hit 174 fcr with hoto? If you get the right gear you can max out resist without fade and use BoS instead. That is the whole point of this post. To make a fast rusher. frw is important in town you know.|||i wouldn't bother with 174% FCR on a pvm 'toon.

174FCR is a lock-down PvP'sin.|||Quote:








Why use wizzy when you can hit 174 fcr with hoto? If you get the right gear you can max out resist without fade and use BoS instead. That is the whole point of this post. To make a fast rusher. frw is important in town you know.




in start of ladder.... no cta, no claws more than 3 traps, no torch and ani) only enigma and some crap items) i mean it doesnt matter - you kill bosess with 5 sec or 15 sec, main time for run to bosses anyway. Ofc use bos in town^_^. Wizzy - more chance to get cheap 174)... but really it doesn't metter hoto, or wizzy, or pb spirit... its only pvm. Nacked assasin can kill hell...|||Quote:








i wouldn't bother with 174% FCR on a pvm 'toon.

174FCR is a lock-down PvP'sin.




I see pvp trap sin much better with c/c not w/s. With c/c you can block attacks other characters cannot block so c/c with 102 fcr would be the way to go on a pvp trapper.|||Generally speaking, 174 isn't purely going for that. It's either a fun build (usually fire), or a TPK char, in which case it has a 102 C/C swap. In TPK, 174 is usually to get the higher speed and maybe fhr to catch the straggling last opponent.|||Quote:








Why use wizzy when you can hit 174 fcr with hoto? If you get the right gear you can max out resist without fade and use BoS instead. That is the whole point of this post. To make a fast rusher. frw is important in town you know.




for one thing, you can shael a wizzy if you need to. for another, it'll save you the pain of trying to find an ammy with fcr higher than 10. finally, you get far more mana out of wizzy than a hoto letting you worry less about it while teleporting and trap laying. i assume that you'd be using infinity over insight on your merc.


Quote:








I see pvp trap sin much better with c/c not w/s. With c/c you can block attacks other characters cannot block so c/c with 102 fcr would be the way to go on a pvp trapper.




if you've never played w/s pvp trapper, dont knock it till you try it. from this post it seems as if you're purely theory crafting anyway. have you pvped with a c/c sin? not trying to harass you or anything, just wondering.

how important is 48 fhr for ghost

[:1]mine have 37 fhr at the moment. one 12 fhr skiller will do the job on expense of life.

opinions and experiences please on that matter|||I got away with less.

It sucked.

WSGing and WWing out of hit recovery leaves you playing the game at your opponent's speed.|||PvP Ghost? Go for 48. It's important enough so you can still get out of FB, Spirits, Leap, Hammers, traps, etc. WWing out only does so much.|||yuh, 48 is a nice breakpoint to hit.

with my icky ping, i prefer 86.|||if your sin don't hv high life!

i think u need 86%fhr. only 48% in PVP is very dangerous. |||On a trapper, yes. On a Ghost, 48 will suffice.|||Quote:








On a trapper, yes. On a Ghost, 48 will suffice.




but, when you meet the any guide or any skill can let ur 48%sin "stun" , Do you flee MB or Ls, always rely on ww? |||No, you don't always rely on WW. You're more aggressive and avoid locks. The builds that do end up being able to stun you can only do it briefly (except trapper), and you just reverse the pressure. VS trappers, a quick WW and escape does work. Medium to long WWs will get you killed though.|||+1 for what Sass said.

BvCs also usually duel with 48% fhr and they use the same fhr table.

vs. trappers I do as Sass said, a quick whirl and escape. If they manage to get namelock & start mindblasting, I wsg while running away and teleport off their minimap to break namelock as soon as I have a chance to.|||Quote:




No, you don't always rely on WW. You're more aggressive and avoid locks. The builds that do end up being able to stun you can only do it briefly (except trapper), and you just reverse the pressure. VS trappers, a quick WW and escape does work. Medium to long WWs will get you killed though.




hmm, because my sin always use the 86%fhr, so i hv use 48% of the problems.



thz ur answer.


Quote:








+1 for what Sass said.

BvCs also usually duel with 48% fhr and they use the same fhr table.

vs. trappers I do as Sass said, a quick whirl and escape. If they manage to get namelock & start mindblasting, I wsg while running away and teleport off their minimap to break namelock as soon as I have a chance to.




yes!! i agree.

i started to think about 86%fhr is protect, when you are in PVP. so want to high fhr, no high life. It's relative~

wanna leave namelock is right, but you konw too. other players also have to teleport can use. noone can waiting you break namelock and run.

Possible Claw

[:1]Hello,

I know that it's possible to find infirmation about this, but i havent succeded. I wonder if its possible to find a claw with + 3 trap and + fire bomb? or is fire bomb to low skill lvl? By means of mf, shopping, gambling? If the claw can come with some ias it would be awesome!

So if anyone knows about these possibilitys or have seen such a claw (or owns it on europe nl) I'd be glad to hear.

Thanks!

/Heffaklump|||No it's not possible as Fire Blast is a Tier 1 skill.

Shuko-Jutsu - The Art Of The Claw see section 14.

Mld trapsin gear help

[:1]Iam planning equipments for mld trapper and could use some insight.

So heres what Im thinking:

Helm

3trap/20fcr/2os circlet

Weapons

2x 5ls/2os gt

Switch weapon/shield

35fcr spirit eth ls / whistans

Armor

perfect vipermagi

Gloves

Frostburns or stat/res gloves

Boots

Waterwalks 65life or 30frw/10fhr/tri res boots

Belt

perfect soe or 24fhr/str/life belt

Jewelry

2trap/17+fcr crafted amu and 2x soj

Inventory

10x trap skiller 7frw

10x 20life/mana sc

Precast

2x 5-6fade claws

So following these eq's I would achieve:

10frame cast switch (102fcr)

5frame fhr switch, 4frame if I opt for fhr belt and 30/10 boots

3frame block switch

90-100frw

decent dr from fade/soe and vs hard melee shaft maybe ?

max trap laying speed, awsm 30 + 3x 15ias/15@ jewels

Iam mostly strugling with the sockets.

I was planning to socket primary claw and viper with 15/15 jewels wich leaves 5 empty sockets.

2 from secondary claw, 2 from circlet and one from whistans.

Obivious choices here are lite facets and maybe 9dex/res jewels or some juicy rares.

So how would you use em ? Also any input on the gear would be much appreciated.|||what level, 49?

facets dont work with traps that lay on the ground. they work with fireblast (i'm sure) and shockweb(not so sure), but nothing else.

why not use treachery for an armor?|||Quote:








what level, 49?




Yes.


Quote:








facets dont work with traps that lay on the ground. they work with fireblast (i'm sure) and shockweb(not so sure), but nothing else.




I remember reading something about that, but was never clear if they worked on traps.

Thanks for the tip. (:


Quote:








why not use treachery for an armor?




Since I already get max trap laying speed with my setup, ias from the treachery is unnecessary.

On the other hand viper offers 30fcr wich is much needed with added bonus of 35 all resistance vs +1 additional all skill from treachery.

It would be possible to get the fcr elsewhere, like to/magefists (loss of mana), caster belt (loss of dr) or splendor/lidless (higher dex req for max block).

So by that logic, I feel that the viper is more optimal choice.

Attackspeed in Bearshape

[:1]Hey, i have the option of buying a 100 ias claw.. But its blade talons (-20 wep speed) and i wonder if they reach the fastest attackspeed in bearform? (thats 3 fps right)

Thanks for any answers!

/Heffaklump|||http://diablo3.ingame.de/tips/calcs/...lc_english.php|||It's pretty simple to work out and is in the IAS Tables sticky at the top of the page.

But anyway:

Jewelers Blade Talons of Quickness Shael Shael Shael

WIAS-WSM = (40+20+20+20)-(-20)

WIAS-WSM = (100)+20

WIAS-WSM = 120

= 4FPA

To get the 3FPA with a claw you have to have the Jewelers of Quickness in GTs or RTs