Saturday, April 21, 2012
Fools claw question
Ok so for the atr bonus to affect WW, i see it has to be the main claw (or at least thats how it shows)... Anyways my question is, when you WSM Bug, the main claw has to be the fastest (after the wsm bugging, would be in the offhand position), so with a fools claw, if you want the ar bonus to affect ww, it would have to obligatory be the fastest claw, so you get both the WSM bug and ar to ww done?|||Yes. 567890
Help my kicksin
I have read the guides and I am learning more and more everyday about my kicksin but I have a few questions on where to spend my points when I respec.
Right now I have the basic kicksin setup:
Max Dtalon
Max Venom
Max DS
All my other points are just 1 point wonders other than points in Shadow Warrior.
My question now is when I respec should I max Shadow Warrior or get Light Sentry Synergy for more damage?
Also I can't seem to find what is the best of the best gear you can get as a kicksin there is just always a standard setup so what can I upgrade to reach max potential?
My Gear setup atm:
Helm - Um'ed Guils
Weapon - Shealed Stormlash
Rings - Raven, Dual leech ring
Ammy - Metal Grid
Shield - Um'ed SS
Gloves - Draculs
Boots - Uped Gores
Belt - Tgods thinking Dungos to get me to 50% dr so shopping for one now
Chest - Duress (going to switch to enigma soon)
For prebuff I use 2 3 shadowskill claws for now till can get cta.
Than I have the basic charms like sin torch anni and than resist life charms.
I hit max resist in hell atm and I prefer to use BoS instead of fade but with enigma is BoS still a good idea or should I just use fade and try to get elemental damage charms in my inventory?
Thanks for the help guys.|||I prefer a maxed Shadow Master on mine. Just because she is a very sturdy tank, she'll keep going when your merc gets taken out. And, if she dies you can recast fairly quick. She can take several hits while you retreat and pick off the monsters on the edge of the pack for your DS to explode. The only downside to SM is that she seems to like casting mind blast on the monster you're kicking sending walking neck deep into the pack. I play HC so maybe I sacrifice some kill speed for safety but I don't think a partially synergized DS will give that much more damage. Kickers are about applying Static and CB. Gear wise, I don't think you can go wrong with that set up, although I don't know if Enigma is need given your can drop a point in Dragon Flight and fly around the screen that way.|||Going to quote my setup from another thread.
Quote:
Here is my K/T that's solo'd Ubers in HC about 20 times already.
Last Wish Phase Blade
Stormshield
70 Kiras against uber meph, Shako (Jah) against U-Baal/U-Diablo/mini's and for general play.
CoH
Upp'ed Gores
Tgods
Raven/BK
Crafted Gloves - 20 ias, CB, +15 STR, with minor resists
Maras
Anni, 20/20 Sin Torch and 4x 5 res sc's. Rest of Inventory is EMPTY.
Again, a lot of this is overkill. If you are not a K/T, BK/Mara's would be the first pieces to change. The crafted gloves are not necessary, but I do recommend getting 20 ias somewhere on your gear if using a LW.
The Jah in the Shako is completely unnecessary. You may actually get more out of an Um, I just happened to have that shako laying around and my resists are very good so an Um wasn't needed.
If you go with Stormlash use Guillaumes. I like LW because of the freedom in the helm slot to be able to switch to Kiras against Meph, and Shako (huge life/mana, max dr with BoS on and +skills for traps/BO.) for regular play without my CB taking a dive.
This is all personal preference. Last Wish is not cheap, and getting one is a serious HR investment. Don't bother trying to argue Stormlash vs LW to me, because I wont take the bait
I like LW because it gives freedom in your gear choices. If you use Stormlash you are pretty much locked into Draculs/Guilli's. I'm just trying to give you an idea of an alternate setup, I'm not saying this is the best of the best. It's just the one I prefer. I've tested stormlash many times and tried to like it, but I'm not a big fan.
If I were you I would check out a K/T. With a high amount of +skills they have, a big investment isn't really needed for venom. You also get a powerful Shadow MASTER (you keep calling it warrior, that's the lesser one) with a small investment.
CoH>Enigma on a kicker.|||For some reason my play style always goes towards melee I would like to stick with a kicksin and minor trap help.
So CoH over Enigma anyone else have a opinion on this since for now I only have enough to make one of them.|||CoH will be better if you miss res (or need it in UT). Otherwise, enigma's a good choice for the added mobility. It really depends on where you take her.
EDIT: and if minor trap support, at least 1-20 on DS for the added mob clearing.|||Don't let the number of posts or the avatar fool you - ignore EVERYTHING Sass says =P
CoH with enigma on switch for convenience when possible, but coh is a mainstay|||CoH vs Enigma is basically res + leech VS tele + str + mf + frw.
In other words, if you need res (which you probably will), go CoH. Otherwise, Enigma would be more useful.
Right now I have the basic kicksin setup:
Max Dtalon
Max Venom
Max DS
All my other points are just 1 point wonders other than points in Shadow Warrior.
My question now is when I respec should I max Shadow Warrior or get Light Sentry Synergy for more damage?
Also I can't seem to find what is the best of the best gear you can get as a kicksin there is just always a standard setup so what can I upgrade to reach max potential?
My Gear setup atm:
Helm - Um'ed Guils
Weapon - Shealed Stormlash
Rings - Raven, Dual leech ring
Ammy - Metal Grid
Shield - Um'ed SS
Gloves - Draculs
Boots - Uped Gores
Belt - Tgods thinking Dungos to get me to 50% dr so shopping for one now
Chest - Duress (going to switch to enigma soon)
For prebuff I use 2 3 shadowskill claws for now till can get cta.
Than I have the basic charms like sin torch anni and than resist life charms.
I hit max resist in hell atm and I prefer to use BoS instead of fade but with enigma is BoS still a good idea or should I just use fade and try to get elemental damage charms in my inventory?
Thanks for the help guys.|||I prefer a maxed Shadow Master on mine. Just because she is a very sturdy tank, she'll keep going when your merc gets taken out. And, if she dies you can recast fairly quick. She can take several hits while you retreat and pick off the monsters on the edge of the pack for your DS to explode. The only downside to SM is that she seems to like casting mind blast on the monster you're kicking sending walking neck deep into the pack. I play HC so maybe I sacrifice some kill speed for safety but I don't think a partially synergized DS will give that much more damage. Kickers are about applying Static and CB. Gear wise, I don't think you can go wrong with that set up, although I don't know if Enigma is need given your can drop a point in Dragon Flight and fly around the screen that way.|||Going to quote my setup from another thread.
Quote:
Here is my K/T that's solo'd Ubers in HC about 20 times already.
Last Wish Phase Blade
Stormshield
70 Kiras against uber meph, Shako (Jah) against U-Baal/U-Diablo/mini's and for general play.
CoH
Upp'ed Gores
Tgods
Raven/BK
Crafted Gloves - 20 ias, CB, +15 STR, with minor resists
Maras
Anni, 20/20 Sin Torch and 4x 5 res sc's. Rest of Inventory is EMPTY.
Again, a lot of this is overkill. If you are not a K/T, BK/Mara's would be the first pieces to change. The crafted gloves are not necessary, but I do recommend getting 20 ias somewhere on your gear if using a LW.
The Jah in the Shako is completely unnecessary. You may actually get more out of an Um, I just happened to have that shako laying around and my resists are very good so an Um wasn't needed.
If you go with Stormlash use Guillaumes. I like LW because of the freedom in the helm slot to be able to switch to Kiras against Meph, and Shako (huge life/mana, max dr with BoS on and +skills for traps/BO.) for regular play without my CB taking a dive.
This is all personal preference. Last Wish is not cheap, and getting one is a serious HR investment. Don't bother trying to argue Stormlash vs LW to me, because I wont take the bait

I like LW because it gives freedom in your gear choices. If you use Stormlash you are pretty much locked into Draculs/Guilli's. I'm just trying to give you an idea of an alternate setup, I'm not saying this is the best of the best. It's just the one I prefer. I've tested stormlash many times and tried to like it, but I'm not a big fan.
If I were you I would check out a K/T. With a high amount of +skills they have, a big investment isn't really needed for venom. You also get a powerful Shadow MASTER (you keep calling it warrior, that's the lesser one) with a small investment.
CoH>Enigma on a kicker.|||For some reason my play style always goes towards melee I would like to stick with a kicksin and minor trap help.
So CoH over Enigma anyone else have a opinion on this since for now I only have enough to make one of them.|||CoH will be better if you miss res (or need it in UT). Otherwise, enigma's a good choice for the added mobility. It really depends on where you take her.
EDIT: and if minor trap support, at least 1-20 on DS for the added mob clearing.|||Don't let the number of posts or the avatar fool you - ignore EVERYTHING Sass says =P
CoH with enigma on switch for convenience when possible, but coh is a mainstay|||CoH vs Enigma is basically res + leech VS tele + str + mf + frw.
In other words, if you need res (which you probably will), go CoH. Otherwise, Enigma would be more useful.
Need advice on my lowbudget pvm sin idea
Hi!
So I was reading the blade fury anal thread (wich should be sticied btw), and I understood that BF added damage can outgrow weapon part of the damage. So I tought "Thats a chance for some low level weapons to shine..."
The best low level weapon that makes the most out of the BF added damage seems to be cleglaws sword with 50% DS. It also has 30%AR wich is rather nice too.
So I decided to see wether I could build an asa around the clegs sword+BF combo. The first thing that came to mind is clegs gloves, it has nics KB + slow, so I looked what the partial set bonus is for those two. It is pretty good, as it gives 1.25 max damage and 10AR / level, wich is on par with an angelic ring/ammy combo.
Addin the cleg shield at this point means 35%cb, wich no other shield can supply me with. This means a sin around full clegs...
My final idea is something like this
gulliaumes face
clegs sword
clegs glove
clegs shield
goreriders
This gives me 80% cb, 10%ow, 80%ds ,~100max+~1100ar at lvl 80 for basically peanuts. (suits me well, since Im piss-poor)
The remaining slots are armor, belt, rings/ammy. So I ask, what should be a good options for that?
Armor: forti of course, but until I get my hands on a Lo, that is out.
So treachery? What else is good?
Belt: Deaths for cbf, what else is good? maybe a leech belt?
rings/ammy; I was thinking alngelics, with the 30% ar this gives me an extra 2200 ar. Maybe I can switch out a ring for ravenfrost for cbf, Wich is the better option?
Other option is atmas for amp damage, then what rings? Is the ar from glove alone enough to hit in hell?
Im unsure about the shield choice as well, maybe I can get along with a different shield? Lanceguard perhaps?
I calculated that this setup +sin torch +might merc gives me 2000ish blade damage + venom, is that enough for hell?
The merc needs some gear to keep him alive too (on budget), since hes my main source of %ED, if he dies, Im screwed too...
Is this doable, or should I scrap the idea?
Please advise!|||My initial problem with this is that the shield becomes a weak point. TBH, Crushing Blow sucks with ranged weapons, including blade fury, you don't really need the IAS as BF has a set attack speed, and mana leech can be picked up almost anywhere. So the shield basically adds a bunch of mods you don't really need, while something like a Stormshield will up your resses, your PDR, and a few other things. A Spirit Monarch or a Sanctuary runeword (if you can afford it) would be much more to your advantage, with Phoenix probably being the best choice for this character in the long run, there are a variety to chose from here though.
If you're worried about CB, Gores+Guli's will cover it just fine, however, again Guliarmes shouldn't be chosen for its CB as CB is nerfed for ranged attacks. A Shako, Andys, Vamp gaze, or Crown of Thieves would probably end up working just as well.
Gores are a great choice for this build, adding OW and DS, probably only topped by Shadow Dancers.
As for the amulet/rings, I've always used at least one raven for... just about all of its attributes, and two is even better for this build as two of them can increase your AR by anywhere btw 400-500 easily. Another good setup would be a Ravenfrost, Dwarf Star, Tgods and GA; giving you ~90 all res and 20 fire, cold and light absorb (basically making you immune to elemental damage). Highlords, atma's, and Mahim Oak are all good "cheap" amulets, with highlords being my favourite due to its huge DS%, IAS and +skills, while atmas adds a lot more AR and ctc amp damage, which usually conflicts with my personal favorite choice for gloves, Dracs, while Mahim gives +ar, +stats, and +defense. I would avoid angelics because you should never really need 10k AR in pvm (unless you're going uber hunting) and you lose too many other bonuses. If you're that desperate for AR, build a dual bartucs bf sin and jah the primary claw and gul the other.
Belts; Tgods for +str and light sorb, Dracs for lifesteal and PDR, Nostafarus for slow (arachs are a better choice, but if you find these), and dungos completes the list. Trangs belt if you decide not to use a raven.
Armour will ultimately push your character in a final direction. If you go with a GA or upped GA, Raven, Dwarf star, and Tgods, with fade you're basically immune to the elements and physical damage, leaving you safe even in a huge swarm (tank). Treachery may seem like a good idea, but unless you plan on reapplying your higher level fade and venom every few minutes like clockwork, it can sneak up on you and you will find yourself running with a much weaker set of buffs. Duress (runeword) is *somewhat* cheap, but probably the best fit to the character in the long run until you get a fort.
Oh, and decide what to socket your helm and cleglaw's sword with as that's another good customization.
If i skipped anything or missed anything I'll either edit it in later or post again. Hope this helps. (fyi, I wouldn't have used that set to build this, but it will probably turn out rather well in the end.)
Edit; Just realized that I never really summarized.
Guliarmes - Um, Ferver jewel, Hel, or stat jewel
Highlords
GA - Um, Pul, Hel (especially if you want to up it)
Cleglaw's sword - no idea what to socket it with
Cleglaw's gloves
Ravenfrost
Dwarf star
Tgods
Stormshield/Spirit Monarch
Gores
which totals to ~100% DS, CBF, 90 all res, 20 fire, light, cold absorb, 50%CB, and a bunch of AR.|||low damage will doom you in hell, if not to death, to painfully slow kills.
BF isn't entirely weapon dependent, but it still plays quite the role. More importantly, in hell, the resistances (including physical) are beefed up. What seems like child's play in NM just won't fly in Hell. There are other low level weapons preferred, and cleglaw's gloves aren't bad, but 2k damage even with venom is a pittance. In NM however, you'll breeze through.
As for AR I can't remember the best number to shoot for - My kicker was well over 10k ar and still missed a bit (granted she solo'd ubers). Ignore defense is a great mod and will work wonders whenever the target (ie boss) isn't immune to it, bypassing the ar check completely.
So I was reading the blade fury anal thread (wich should be sticied btw), and I understood that BF added damage can outgrow weapon part of the damage. So I tought "Thats a chance for some low level weapons to shine..."
The best low level weapon that makes the most out of the BF added damage seems to be cleglaws sword with 50% DS. It also has 30%AR wich is rather nice too.
So I decided to see wether I could build an asa around the clegs sword+BF combo. The first thing that came to mind is clegs gloves, it has nics KB + slow, so I looked what the partial set bonus is for those two. It is pretty good, as it gives 1.25 max damage and 10AR / level, wich is on par with an angelic ring/ammy combo.
Addin the cleg shield at this point means 35%cb, wich no other shield can supply me with. This means a sin around full clegs...
My final idea is something like this
gulliaumes face
clegs sword
clegs glove
clegs shield
goreriders
This gives me 80% cb, 10%ow, 80%ds ,~100max+~1100ar at lvl 80 for basically peanuts. (suits me well, since Im piss-poor)
The remaining slots are armor, belt, rings/ammy. So I ask, what should be a good options for that?
Armor: forti of course, but until I get my hands on a Lo, that is out.
So treachery? What else is good?
Belt: Deaths for cbf, what else is good? maybe a leech belt?
rings/ammy; I was thinking alngelics, with the 30% ar this gives me an extra 2200 ar. Maybe I can switch out a ring for ravenfrost for cbf, Wich is the better option?
Other option is atmas for amp damage, then what rings? Is the ar from glove alone enough to hit in hell?
Im unsure about the shield choice as well, maybe I can get along with a different shield? Lanceguard perhaps?
I calculated that this setup +sin torch +might merc gives me 2000ish blade damage + venom, is that enough for hell?
The merc needs some gear to keep him alive too (on budget), since hes my main source of %ED, if he dies, Im screwed too...
Is this doable, or should I scrap the idea?
Please advise!|||My initial problem with this is that the shield becomes a weak point. TBH, Crushing Blow sucks with ranged weapons, including blade fury, you don't really need the IAS as BF has a set attack speed, and mana leech can be picked up almost anywhere. So the shield basically adds a bunch of mods you don't really need, while something like a Stormshield will up your resses, your PDR, and a few other things. A Spirit Monarch or a Sanctuary runeword (if you can afford it) would be much more to your advantage, with Phoenix probably being the best choice for this character in the long run, there are a variety to chose from here though.
If you're worried about CB, Gores+Guli's will cover it just fine, however, again Guliarmes shouldn't be chosen for its CB as CB is nerfed for ranged attacks. A Shako, Andys, Vamp gaze, or Crown of Thieves would probably end up working just as well.
Gores are a great choice for this build, adding OW and DS, probably only topped by Shadow Dancers.
As for the amulet/rings, I've always used at least one raven for... just about all of its attributes, and two is even better for this build as two of them can increase your AR by anywhere btw 400-500 easily. Another good setup would be a Ravenfrost, Dwarf Star, Tgods and GA; giving you ~90 all res and 20 fire, cold and light absorb (basically making you immune to elemental damage). Highlords, atma's, and Mahim Oak are all good "cheap" amulets, with highlords being my favourite due to its huge DS%, IAS and +skills, while atmas adds a lot more AR and ctc amp damage, which usually conflicts with my personal favorite choice for gloves, Dracs, while Mahim gives +ar, +stats, and +defense. I would avoid angelics because you should never really need 10k AR in pvm (unless you're going uber hunting) and you lose too many other bonuses. If you're that desperate for AR, build a dual bartucs bf sin and jah the primary claw and gul the other.
Belts; Tgods for +str and light sorb, Dracs for lifesteal and PDR, Nostafarus for slow (arachs are a better choice, but if you find these), and dungos completes the list. Trangs belt if you decide not to use a raven.
Armour will ultimately push your character in a final direction. If you go with a GA or upped GA, Raven, Dwarf star, and Tgods, with fade you're basically immune to the elements and physical damage, leaving you safe even in a huge swarm (tank). Treachery may seem like a good idea, but unless you plan on reapplying your higher level fade and venom every few minutes like clockwork, it can sneak up on you and you will find yourself running with a much weaker set of buffs. Duress (runeword) is *somewhat* cheap, but probably the best fit to the character in the long run until you get a fort.
Oh, and decide what to socket your helm and cleglaw's sword with as that's another good customization.
If i skipped anything or missed anything I'll either edit it in later or post again. Hope this helps. (fyi, I wouldn't have used that set to build this, but it will probably turn out rather well in the end.)
Edit; Just realized that I never really summarized.
Guliarmes - Um, Ferver jewel, Hel, or stat jewel
Highlords
GA - Um, Pul, Hel (especially if you want to up it)
Cleglaw's sword - no idea what to socket it with
Cleglaw's gloves
Ravenfrost
Dwarf star
Tgods
Stormshield/Spirit Monarch
Gores
which totals to ~100% DS, CBF, 90 all res, 20 fire, light, cold absorb, 50%CB, and a bunch of AR.|||low damage will doom you in hell, if not to death, to painfully slow kills.
BF isn't entirely weapon dependent, but it still plays quite the role. More importantly, in hell, the resistances (including physical) are beefed up. What seems like child's play in NM just won't fly in Hell. There are other low level weapons preferred, and cleglaw's gloves aren't bad, but 2k damage even with venom is a pittance. In NM however, you'll breeze through.
As for AR I can't remember the best number to shoot for - My kicker was well over 10k ar and still missed a bit (granted she solo'd ubers). Ignore defense is a great mod and will work wonders whenever the target (ie boss) isn't immune to it, bypassing the ar check completely.
CoS and life tap
Hi,
can anyone tell me if -%def of CoS works also after than life tap is cast (e.g from last wish)?
I'm especially interested for Uber Boss approach
ty|||Both over write the other.|||Quote:
Both over write the other.
uhm, i would'nt be so sure about your statement.
I've tested on pgscreen that life tap doesn't overlay the bonus %def on my assa so i can assume that also -%def of enemies remains. Am i wrong?|||It over laps the cloudy effects is what I meant.|||Quote:
It over laps the cloudy effects is what I meant.
the over laps of cloud in evident, i want to know if -%def on monsters remains.|||CoS is a combination of a buff for yourself and a curse for monsters. The curse gets overwritten by life tap, so the -def on monsters doesn't remain.|||Quote:
I'm especially interested for Uber Boss approach
Bear in mind -% Enhanced Defence from Cloak of Shadows doesn't get applied to boss monsters (although it's still applied to Unique, Super Unique and Champion monsters, including Possessed Champions).|||Yeah, if focusing on ubers, block will be more important than defense, since them badboys will hit you short of the block - luckily, the life flowing from lifetap is what keeps you goin. Really you want to focus on becoming as much a tank as possible, not relying on defense but instead being prepared to take a beating, not to mention stacked resists and all that jazz.
can anyone tell me if -%def of CoS works also after than life tap is cast (e.g from last wish)?
I'm especially interested for Uber Boss approach
ty|||Both over write the other.|||Quote:
Both over write the other.
uhm, i would'nt be so sure about your statement.
I've tested on pgscreen that life tap doesn't overlay the bonus %def on my assa so i can assume that also -%def of enemies remains. Am i wrong?|||It over laps the cloudy effects is what I meant.|||Quote:
It over laps the cloudy effects is what I meant.
the over laps of cloud in evident, i want to know if -%def on monsters remains.|||CoS is a combination of a buff for yourself and a curse for monsters. The curse gets overwritten by life tap, so the -def on monsters doesn't remain.|||Quote:
I'm especially interested for Uber Boss approach
Bear in mind -% Enhanced Defence from Cloak of Shadows doesn't get applied to boss monsters (although it's still applied to Unique, Super Unique and Champion monsters, including Possessed Champions).|||Yeah, if focusing on ubers, block will be more important than defense, since them badboys will hit you short of the block - luckily, the life flowing from lifetap is what keeps you goin. Really you want to focus on becoming as much a tank as possible, not relying on defense but instead being prepared to take a beating, not to mention stacked resists and all that jazz.
Hybrid kick/traps gear
Hey all
i've made a trapsin before
and a kick sin
so now im going to try the hybrid and gear wise im not so sure heres what i had in mind.
ive read some guides most of them conflict with each other and with what i though
Weapon 1: beast( though im not to sure ive heard some people say last wish what do you think?)
Shield: StormShield
on switch
+3 claws
+3 claws
Armor:CoH
Gloves: Dracs ot\r LoH
Boots: uppd gores of course
Rings: Bk ring, Raven
Belt: this is one im not to sure i was thinking Arach for skills
Ammy: Of course a Maras
Helm: not to sure here either a gull, shako, or CoA?
thanks for any and all help
Oh yeah ive not really got any of this as of yet it shouldnt take long though
i got the gores cause them and the coh are the only 100% things im sure of now.|||Because the build is fairly flexible, there is no truly optimal gear. If I was to build one, I would probably build it like this:
Weapon: Shael Stormlash(8/3 kicks right there, 7/3 with Fade is just unreasonable)
Shield: Pdiamond Storm Shield
Armour: Duress
Hat: Um Shako/Nice circlet
Belt: Arach
Boots: Upped Gores
Amulet: Mara's or a nice rare or whatever
Rings: SOJ/Raven
Gloves: Drac's
Running Fade.
The issue is that this setup really emphasises your kicks, that is simply because I see them as a little more fun than traps. It is probably a less effective build. A trapping variation would probably involve the use of COH or Enigma and some big +skills weapons such as a strength socketed +3 LS GT paired with one of those mystical +5/+6 LS GTs off-hand. Would kill your crushing blow though... Alternately, you could keep Duress there for the big CB it offers.|||For play style - is the trap side typically more effective for general pvm? Kicks mainly for act bosses and immunes?|||I can't speak for anyone else, but a synergy of both kicks and traps is what I use in this build. Personally, I love it when a crowd of mobs surrounds me. I drop Cloak of Shadows, a Death Sentry, and then start kicking. I eventually build up a wave of exploding corpses that I can ride til I run out of mobs, dropping fresh Death Sentries as I go. I recall my first visit to Canyon of the Magi in Hell, I cleared half the zone in a single extended combat (and this was without "uber" gear--upped gore's, G-face, bartuc's, and a spirit shield). I've had similar experiences in The Pit.
Now, certain environments call for a heavier emphasis on traps--Arcane Sanctuary comes to mind, as does the trash in Diablo's Chaos Sanctum--and nothing smells like cheese like trapping the Countess to death from the next room, or the Summoner from outside of his spell range.
|||Quote:
For play style - is the trap side typically more effective for general pvm? Kicks mainly for act bosses and immunes?
I prefer to maximize kick damage and ignore trap gear entirely.
This leaves me with incredible single-target damage via kicks, which translates into ultra-fast boss kills; and insta-killing non-boss mobs (which means death sentry can start CE spamming and clearing entire rooms from the get-go).|||Since you are using ss and coh you should go with guillaume's over shako or coa. Honestly I think fade is better for this build. As the the weapon make beast in a pally scepter for the weapon.|||Quote:
For play style - is the trap side typically more effective for general pvm? Kicks mainly for act bosses and immunes?
That really depends on how you play her - if you want to hang back and basically play a trapper that kicks as needed, focus on the traps. If you enjoy the speed of kicking, focus on melee as DS is still a great supporting tool without synergies. For example, my trapper is hurting atm because she lacks the gear I had last season, but if I respec'd her into a hybrid she'd regain some of that versatility she had without requiring all the runewords.|||I use Last Wish because it free's me of being almost forced to use Guillaumes. I like being able to use Shako on a K/T.
The chance to cast fade can get annoying though.
My skill setup is a K/T, but I play like a Pure Kicker because it seems to work much faster. Drop DS as I run up to the mob, Kick one dead in a split second and DS drops the entire pack.
I like having the ability to play like a trapper if there's a dangerous mob, but most of the time I use a more hands (or feet?) on approach with Kicks/DS.
My setup -
Shako (jah)
CoH
LW
SS (um)
Maras
Crafted Gloves 20ias/10cb with str/life/res
Raven/and a rare ML ring
Tgods
Gores
She can solo any area, and destroys ubers. What more can you ask for.
I guess it depends on what you use her for. Stormlash/Guillaumes is a great setup for regular play, and its a fraction of the cost of a LW. I do a lot of Ubers so the extra % Lifetap and the crushing blow on LW make it a great weapon for that purpose.|||Quote:
I use Last Wish because it free's me of being almost forced to use Guillaumes. I like being able to use Shako on a K/T.
The chance to cast fade can get annoying though.
My skill setup is a K/T, but I play like a Pure Kicker because it seems to work much faster. Drop DS as I run up to the mob, Kick one dead in a split second and DS drops the entire pack.
I like having the ability to play like a trapper if there's a dangerous mob, but most of the time I use a more hands (or feet?) on approach with Kicks/DS.
My setup -
Shako (jah)
CoH
LW
SS (um)
Maras
Crafted Gloves 20ias/10cb with str/life/res
Raven/and a rare ML ring
Tgods
Gores
She can solo any area, and destroys ubers. What more can you ask for.
I guess it depends on what you use her for. Stormlash/Guillaumes is a great setup for regular play, and its a fraction of the cost of a LW. I do a lot of Ubers so the extra % Lifetap and the crushing blow on LW make it a great weapon for that purpose.
If you really think about it, there is no such thing as a trap/kicker hybrid. Basically you're either pure traps and synergized accordingly, or a kicker with or without trap support. A kicker is more versatile in the fact that she isn't relying on all the expensive runewords to get the job done, something that has had me frustrated with this new ladder season. I used a LastWish on my kicker, but was also able to solo uberland with just two bartucs instead on several occasions. I'm actually contemplating turning my main away from pure traps because its taken forever to get her geared the way I'm used to.|||Trappers don't need expensive runewords. They don't need any actually. Enigma would be the most important, but that's if you prefer tele over BoS + run/walk.
i've made a trapsin before
and a kick sin
so now im going to try the hybrid and gear wise im not so sure heres what i had in mind.
ive read some guides most of them conflict with each other and with what i though
Weapon 1: beast( though im not to sure ive heard some people say last wish what do you think?)
Shield: StormShield
on switch
+3 claws
+3 claws
Armor:CoH
Gloves: Dracs ot\r LoH
Boots: uppd gores of course
Rings: Bk ring, Raven
Belt: this is one im not to sure i was thinking Arach for skills
Ammy: Of course a Maras
Helm: not to sure here either a gull, shako, or CoA?
thanks for any and all help
Oh yeah ive not really got any of this as of yet it shouldnt take long though
i got the gores cause them and the coh are the only 100% things im sure of now.|||Because the build is fairly flexible, there is no truly optimal gear. If I was to build one, I would probably build it like this:
Weapon: Shael Stormlash(8/3 kicks right there, 7/3 with Fade is just unreasonable)
Shield: Pdiamond Storm Shield
Armour: Duress
Hat: Um Shako/Nice circlet
Belt: Arach
Boots: Upped Gores
Amulet: Mara's or a nice rare or whatever
Rings: SOJ/Raven
Gloves: Drac's
Running Fade.
The issue is that this setup really emphasises your kicks, that is simply because I see them as a little more fun than traps. It is probably a less effective build. A trapping variation would probably involve the use of COH or Enigma and some big +skills weapons such as a strength socketed +3 LS GT paired with one of those mystical +5/+6 LS GTs off-hand. Would kill your crushing blow though... Alternately, you could keep Duress there for the big CB it offers.|||For play style - is the trap side typically more effective for general pvm? Kicks mainly for act bosses and immunes?|||I can't speak for anyone else, but a synergy of both kicks and traps is what I use in this build. Personally, I love it when a crowd of mobs surrounds me. I drop Cloak of Shadows, a Death Sentry, and then start kicking. I eventually build up a wave of exploding corpses that I can ride til I run out of mobs, dropping fresh Death Sentries as I go. I recall my first visit to Canyon of the Magi in Hell, I cleared half the zone in a single extended combat (and this was without "uber" gear--upped gore's, G-face, bartuc's, and a spirit shield). I've had similar experiences in The Pit.
Now, certain environments call for a heavier emphasis on traps--Arcane Sanctuary comes to mind, as does the trash in Diablo's Chaos Sanctum--and nothing smells like cheese like trapping the Countess to death from the next room, or the Summoner from outside of his spell range.
|||Quote:For play style - is the trap side typically more effective for general pvm? Kicks mainly for act bosses and immunes?
I prefer to maximize kick damage and ignore trap gear entirely.
This leaves me with incredible single-target damage via kicks, which translates into ultra-fast boss kills; and insta-killing non-boss mobs (which means death sentry can start CE spamming and clearing entire rooms from the get-go).|||Since you are using ss and coh you should go with guillaume's over shako or coa. Honestly I think fade is better for this build. As the the weapon make beast in a pally scepter for the weapon.|||Quote:
For play style - is the trap side typically more effective for general pvm? Kicks mainly for act bosses and immunes?
That really depends on how you play her - if you want to hang back and basically play a trapper that kicks as needed, focus on the traps. If you enjoy the speed of kicking, focus on melee as DS is still a great supporting tool without synergies. For example, my trapper is hurting atm because she lacks the gear I had last season, but if I respec'd her into a hybrid she'd regain some of that versatility she had without requiring all the runewords.|||I use Last Wish because it free's me of being almost forced to use Guillaumes. I like being able to use Shako on a K/T.
The chance to cast fade can get annoying though.
My skill setup is a K/T, but I play like a Pure Kicker because it seems to work much faster. Drop DS as I run up to the mob, Kick one dead in a split second and DS drops the entire pack.
I like having the ability to play like a trapper if there's a dangerous mob, but most of the time I use a more hands (or feet?) on approach with Kicks/DS.
My setup -
Shako (jah)
CoH
LW
SS (um)
Maras
Crafted Gloves 20ias/10cb with str/life/res
Raven/and a rare ML ring
Tgods
Gores
She can solo any area, and destroys ubers. What more can you ask for.
I guess it depends on what you use her for. Stormlash/Guillaumes is a great setup for regular play, and its a fraction of the cost of a LW. I do a lot of Ubers so the extra % Lifetap and the crushing blow on LW make it a great weapon for that purpose.|||Quote:
I use Last Wish because it free's me of being almost forced to use Guillaumes. I like being able to use Shako on a K/T.
The chance to cast fade can get annoying though.
My skill setup is a K/T, but I play like a Pure Kicker because it seems to work much faster. Drop DS as I run up to the mob, Kick one dead in a split second and DS drops the entire pack.
I like having the ability to play like a trapper if there's a dangerous mob, but most of the time I use a more hands (or feet?) on approach with Kicks/DS.
My setup -
Shako (jah)
CoH
LW
SS (um)
Maras
Crafted Gloves 20ias/10cb with str/life/res
Raven/and a rare ML ring
Tgods
Gores
She can solo any area, and destroys ubers. What more can you ask for.
I guess it depends on what you use her for. Stormlash/Guillaumes is a great setup for regular play, and its a fraction of the cost of a LW. I do a lot of Ubers so the extra % Lifetap and the crushing blow on LW make it a great weapon for that purpose.
If you really think about it, there is no such thing as a trap/kicker hybrid. Basically you're either pure traps and synergized accordingly, or a kicker with or without trap support. A kicker is more versatile in the fact that she isn't relying on all the expensive runewords to get the job done, something that has had me frustrated with this new ladder season. I used a LastWish on my kicker, but was also able to solo uberland with just two bartucs instead on several occasions. I'm actually contemplating turning my main away from pure traps because its taken forever to get her geared the way I'm used to.|||Trappers don't need expensive runewords. They don't need any actually. Enigma would be the most important, but that's if you prefer tele over BoS + run/walk.
Criticize my Ghost please!
I have created my Ghost and was wondering what you all thought about my build. I kind of meshed the two builds I saw in the stickies up top:
Circlet (http://img18.imageshack.us/i/screenshotcirclet.jpg/)
Mara's
Enigma
Chaos (http://img714.imageshack.us/i/screenshotchaos.jpg/)
Fury (http://img215.imageshack.us/i/screenshotfury.jpg/)
Trang Gloves
Ring (http://img684.imageshack.us/i/screenshotring.jpg/)
Ravenfrost
Arachnid Mesh
Shadow Dancer's
9xSkillers (2xFHR's)
Lifers/Single Res SC's
Here is my skill build: (http://img265.imageshack.us/i/screenshotskills.jpg/)
20 Claw Mastery
20 Venom
20 Mindblast
Fade until level 42 (I forgot to calculate BO when doing points so it's at 43)
Weapon Block until 60%
1 into PreReqs
1 into WoF
Rest into Shadow Master
By the by, I posted my resists prefade. I'm trying to have max resists even with Anya Bug so shooting for 105 Resist all.
I do fine against Sorceress and Amazons.
Problems:
1) Druids and Necromancers who don't stay still. Am I just too slow in namelock? Somehow WoF and Mindblast won't keep them still...
2) Trapsins... how do I win?
3) Hybrids... even harder T_T
Are Hybrids just another one of those classes Ghosts can't beat? Is my gear the problem? Maybe ditch Circlet for Crown of Ages...?
Also, is there a thread anywhere comparing ghosts and hybrids? Pros and Cons each have over the other? Thanks!
I play US East Ladder and if there's anyone out there who's decent with their Ghost who wouldn't mind tutoring me... thanks!
*Gemshrine|||Your gear is fantastic.
@1: Druids are a bit easier than necs. Vs both, you need the shadow up for her MB too.
Druids you should be able to stun and triwhirl them. If they're blocking, only do a brief one and re-stun.
Necs are harder to keep stunned with tri whirls, so you want to chainlock them with norm attack / Dclaw. Being stationary with a master for minion stack, you'll be able to tank them and keep them stunned.
If the namelocking itself is the problem, you'll get better with practice.
@2: They're hard. You don't want to be predictable and go right into 5x traps. Sometimes they camp and you almost have to. If they do, circle them so the traps fire, but miss and then tele in to whirl back out of range. Re - circle or chase if they moved. Very hard, needs a lot of practice.
@3: Similarly, hybrid can camp, so they get treated like a trapper that you have to be careful around when you get near. When they whirl after you, they're basically like fighting a ghost anyway.
If you whirl past and can get him to come after you outside of trap range, he'll be easier. You want to tele behind where he's going and intersect at an angle. This is also hard, but helps in all WW vs WW duels, not just here. Another thing that just needs a ton of practice on.|||Sass, thanks for the tips. I guess I just need practice now. It's just that Necros and Druids just don't stay FHR locked like Sorcs do. I will try standing stationary against the Necros. Druids, I've become better at.
As for charms, I have a few spots left over... I had a chance to get a ring with higher resists and it frees up my charm spots. Shall I fill with Max/Ar/Life SCs? Any other suggestion?|||Not really. damage/ar/life are pretty much the only other ones you'd use once res and FHR are ok.|||i find chucking a 'master into a camping trappers trap field to take all the hits then sprinting diagonally kinda towards them allows me to get a namelock.
sometimes.|||Your ghost is unmotivated and not a very snappy dresser.|||Quote:
Your ghost is unmotivated and not a very snappy dresser.
What's that mean? O_o|||A play on "criticizing". :P|||I find her gothic plate enigma to be quite sexy in my opinion :P|||Red pants and golden plate mail looks.
My fav as well.
Circlet (http://img18.imageshack.us/i/screenshotcirclet.jpg/)
Mara's
Enigma
Chaos (http://img714.imageshack.us/i/screenshotchaos.jpg/)
Fury (http://img215.imageshack.us/i/screenshotfury.jpg/)
Trang Gloves
Ring (http://img684.imageshack.us/i/screenshotring.jpg/)
Ravenfrost
Arachnid Mesh
Shadow Dancer's
9xSkillers (2xFHR's)
Lifers/Single Res SC's
Here is my skill build: (http://img265.imageshack.us/i/screenshotskills.jpg/)
20 Claw Mastery
20 Venom
20 Mindblast
Fade until level 42 (I forgot to calculate BO when doing points so it's at 43)
Weapon Block until 60%
1 into PreReqs
1 into WoF
Rest into Shadow Master
By the by, I posted my resists prefade. I'm trying to have max resists even with Anya Bug so shooting for 105 Resist all.
I do fine against Sorceress and Amazons.
Problems:
1) Druids and Necromancers who don't stay still. Am I just too slow in namelock? Somehow WoF and Mindblast won't keep them still...
2) Trapsins... how do I win?
3) Hybrids... even harder T_T
Are Hybrids just another one of those classes Ghosts can't beat? Is my gear the problem? Maybe ditch Circlet for Crown of Ages...?
Also, is there a thread anywhere comparing ghosts and hybrids? Pros and Cons each have over the other? Thanks!
I play US East Ladder and if there's anyone out there who's decent with their Ghost who wouldn't mind tutoring me... thanks!
*Gemshrine|||Your gear is fantastic.
@1: Druids are a bit easier than necs. Vs both, you need the shadow up for her MB too.
Druids you should be able to stun and triwhirl them. If they're blocking, only do a brief one and re-stun.
Necs are harder to keep stunned with tri whirls, so you want to chainlock them with norm attack / Dclaw. Being stationary with a master for minion stack, you'll be able to tank them and keep them stunned.
If the namelocking itself is the problem, you'll get better with practice.
@2: They're hard. You don't want to be predictable and go right into 5x traps. Sometimes they camp and you almost have to. If they do, circle them so the traps fire, but miss and then tele in to whirl back out of range. Re - circle or chase if they moved. Very hard, needs a lot of practice.
@3: Similarly, hybrid can camp, so they get treated like a trapper that you have to be careful around when you get near. When they whirl after you, they're basically like fighting a ghost anyway.
If you whirl past and can get him to come after you outside of trap range, he'll be easier. You want to tele behind where he's going and intersect at an angle. This is also hard, but helps in all WW vs WW duels, not just here. Another thing that just needs a ton of practice on.|||Sass, thanks for the tips. I guess I just need practice now. It's just that Necros and Druids just don't stay FHR locked like Sorcs do. I will try standing stationary against the Necros. Druids, I've become better at.
As for charms, I have a few spots left over... I had a chance to get a ring with higher resists and it frees up my charm spots. Shall I fill with Max/Ar/Life SCs? Any other suggestion?|||Not really. damage/ar/life are pretty much the only other ones you'd use once res and FHR are ok.|||i find chucking a 'master into a camping trappers trap field to take all the hits then sprinting diagonally kinda towards them allows me to get a namelock.
sometimes.|||Your ghost is unmotivated and not a very snappy dresser.|||Quote:
Your ghost is unmotivated and not a very snappy dresser.
What's that mean? O_o|||A play on "criticizing". :P|||I find her gothic plate enigma to be quite sexy in my opinion :P|||Red pants and golden plate mail looks.
My fav as well.
Questions about Shadow Master/Warrior
Well first, we all know the 2 hard point Mind Blast bonus feature, that makes the SM cast mb more often, does it matter if it has 2 hard points or 20?
And one interesting feature I was trying to test the other day, is the Shadow WARRIOR mimicking your skills (someone said she always casted the skill on the right/left hotkey?????!?),Everytime i MBed she did so, for 3-4 times in a row then she would starting attacking, etc. I havent tested this much, so anyone knows about this feature of the Shadow warrior?|||The difference isn't a huge one from 1 to 2, but due to knowledge of a change existing, it's used with no harm to the build; it's just 1 point. 20 is very, very noticeable. While pvping, she often seems to do it every other attack or so.
And yes, the warrior has not only the two you select, but also normal attack. She'll MB if you have it selected, but if you were teleporting for example, she couldn't cast it.|||Well since my sin is an hybrid every spare point is like 200 or so LS damage, which adds up, especially when u can get free points on claws..
Anyways, im gonna keep testing the SW ,she actually MBs when im mbing so sometimes i can set up some crazy locks with it, but i dunno how consistent it is, cuz sometimes she stops MBing and just attacks even when i leave MB on the hotkey...|||With the master, she will MB when you are doing other things (tele, traps, WW, etc).|||Yeah, some people like the sw, but I'll swear by my master pvm or pvp, only thing she doesn't do is uberland
And one interesting feature I was trying to test the other day, is the Shadow WARRIOR mimicking your skills (someone said she always casted the skill on the right/left hotkey?????!?),Everytime i MBed she did so, for 3-4 times in a row then she would starting attacking, etc. I havent tested this much, so anyone knows about this feature of the Shadow warrior?|||The difference isn't a huge one from 1 to 2, but due to knowledge of a change existing, it's used with no harm to the build; it's just 1 point. 20 is very, very noticeable. While pvping, she often seems to do it every other attack or so.
And yes, the warrior has not only the two you select, but also normal attack. She'll MB if you have it selected, but if you were teleporting for example, she couldn't cast it.|||Well since my sin is an hybrid every spare point is like 200 or so LS damage, which adds up, especially when u can get free points on claws..
Anyways, im gonna keep testing the SW ,she actually MBs when im mbing so sometimes i can set up some crazy locks with it, but i dunno how consistent it is, cuz sometimes she stops MBing and just attacks even when i leave MB on the hotkey...|||With the master, she will MB when you are doing other things (tele, traps, WW, etc).|||Yeah, some people like the sw, but I'll swear by my master pvm or pvp, only thing she doesn't do is uberland
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