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d2 sectors
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GUIDES
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What is a C/C WW Shadow Assassin?
- A dual claw PvP Assassin who uses the Whirlwind skill and focuses on the Shadow Disciplines' skills tree.
Primary
source of damage with this build will come from:
Secondary source of damage with this build will come from:
- Physical Damage
- Deadly Strike
- Critical Strike
I. Skill Point Allocation Target
- Max Claw Mastery
- Max Weapon Block
- Max Fade
- Max Venom
- 1 pt Wake of Fire
- 1 pt Blade Fury
- 1 pt Blades of Shield
- 1 pt Dragon Flight
- 1 pt Mind Blast
- 1 pt Prerequisites
- rest to Shadow Master
BlockWhy Max Claw Mastery?
- Better Whirlwind physical damage
- Better Critical Strike percentage
Why Max Weapon Block?
- Better block percentage.
- Weapon Block can block melee attacks and most elemental and magical attacks, including Bone Spirits, Hammers, FOH, Traps,
Cold Orbs, Fireballs, and etc.
- You can't equip a shield when wielding dual claws therefore utilizing Weapon Block makes sense.
Why
Max Fade?
- Adds huge resist to all elements.
- High curse reduction length. Curses, such as Life Tap and Lower Resist, will expire quickly. Opponents using such curses
will be wasting their opportunity against you.
- Partially or fully negates the effect of elemental resistance reduction skills such as Conviction, Cold Mastery, Lower
Resist.
- Passive Physical Damage Reduction: 1% PDR per point invested. Level 35 Fade, which is quite normal in this build, provides
35% Physical Damage Reduction.
Why Not Max Burst of Speed?
- BoS only needs 1pt since your +skills items will boost it. Typically, your BoS will be at level 15 from +skills.
- Dual +3 Shadow Disciplines katars can easily boost your BoS by +6 levels.
Why Max Venom?
- Venom reacts fast! Its poison is quickly consumed in 0.4 second. In other words, it's the fastest poison source in D2.
- Not everyone has max poison resist.
- Not everyone has poison length reduction modifier.
- Increases your overall damage.
Why Max Shadow Master?
- Shadow Masters confuse opponents in PvP, especially when you Dragon Flight towards them.
- Zeal pallies lock on Shadow Masters.
- Shadow Masters are good tanks and decoys.
- Higher level means better tank and better resist.
- Shadow Masters, if ignored by your opponent, can deal a good/decent damage.
Why 1pt in
Dragon Flight?
- Dragon Flight is only needed to get close to your opponent
- Max Dragon Flight and 1pt Dragon Flight has the same chance of missing against max block (75%)
- Max Dragon Flight and 1pt Dragon Flight can hit equally well against casters
- Against melee, you will not need to Flight often. Usually, they will come towards you.
Why
a pt in Wake of Fire?
- Amazons that often remain stationary usually possess max dodge skill and max block; therefore, they are difficult to hit.
Wake of Fire forces their dodge skill to trigger, and in every successful dodge, a delay exist before the next dodge can be
triggered, and in every successful dodge, the Amazon cannot attack. If a successful block is performed, a delay also exist
before the next block can be triggered. Dodge delay + Block delay + Amazon that cannot attack = lots of chances for you to
hit.
- Same principle applies against Claw Block Assassins.
Why a pt in Blades of Fury?
- BoF needs only 1pt. Adding more pts to doesn't increase its physical damage dramatically; besides, adding more points
makes it more mana costly.
- BoF only works against low to medium def characters, i.e 5k def and below.
- BoF transfers Venom and Open Wounds! Your BoF damage will rely on Venom and Open Wounds!
- BoF works better in conjunction with Cloak of Shadows as this makes the blades partially undetectable.
- BoF works better when used in range; i.e a screen distance range.
- non-Enigma Elemental Druids are prone to BoF. They are easily hit and often stay in range with their Tornadoes. If they
remain stationary, throw BoF and they die. If they run towards you, continue throwing BoF and when they are really close,
your WW will easily kill them. On one hand, you can skip BoF. Just Dragon Flight towards them and WW them to death. On the
other hand, BoF makes the game much easier for you and fun!
Why a pt in Blades of Shield?
- BoSd needs only 1pt. Adding more pts to doesn't increase its physical damage dramatically; besides, adding more points
makes it more mana costly. True, 1pt BoSd has a very short duration, more than enough time for you to decimate your opponent
(that is if your opponent doesn't chicken out and run).
- BoSd only works against low to medium def characters, i.e 5k def and below.
- BoSd transfers Venom and Open Wounds! Your BoSd damage will rely on Venom and Open Wounds!
- At close range, WW + BoSd gives better chances to hit than WW alone.
AR Issues
- Theoretically, 6K AR WW can hit really well versus 10K def and below. 15K-20K and above, you will hit really bad.
- Theoretically, 12K AR WW can hit really well versus 20K def and below. 25K-30K and above, you will hit really bad.
- Practically, 6K AR can hit really well all classes except high def Paladins and Barbarians.
- Practically, 6K-7K AR seems to be the normal AR for most WW Assassins.
II. Stat Point Allocation Target
- STR: enough to equip your gear
- DEX: enough to equip your katars
- ENERGY: base
- VITA: all remaining stat points should go here
Comments: ~ Your Assassin will rely on her gear to boost her STR/DEX. ~ As a melee character, VITA is very
important. ~ Whirlwind can quickly drain your mana. Your Assassin will rely on MANA pots to replenish mana. III. Optimal ItemsA. Katars
- Primary Claw: Chaos
- Secondary best Claw: Chaos, Fury, Jade.
- Secondary good Claw: Malice, Nat's, Bartucs, Firelizards, Rare Claws, etc.
Comments: ~ Jade adds huge resists to all elements. It is good against casters, specially when you need the extra resist,
ie. against FOH + Conviction ~ Malice (runeword) grants 100% chance of Open Wounds. Other than this mod, it sucks. ~
Either Suwayyah or Scissors Suwayyah are good socketable katars. They have the same average damage and same average speed.
Suwayyah has 1pt lower min damage but 1pt higher max damage versus Scissors Suwayyah.
Comments: ~ The 33% Deadly Strike + 66% Open Wounds in Fury almost outweighs the extra physical and magic
damage in Chaos. Don't forget the PvP penalty. ~ Chaos + Fury + Draculs grants an overkill of 100%+ Open Wounds -- very devastating!
~ Theoretically, Chaos + Fury offers the best damage. Again, mods, i.e Deadly Strike, are preferable than pure Physical Damage.
B. Helm
- Offensive and Defensive: Crown of Ages
- Defensive: Kira's Guardian
- Offensive: Orphan's Helm (Guillame's Face)
- Other: Shako
Comments: ~ Crown of Ages: +1 skills, 30% FHR, 10-15% PDR, 20-30 resists, inherent 1-2 sockets, and good def. ~
Kira's Guardian: 70% resist, if perfect, and 20% FHR. ~ Shako: +2 skills, avg 100 life/mana, and 10% Physical Damage Reduction. ~
Guillame's Face: 30% FHR, 35% Crushing Blow, 15% Deadly Strike, and good def.
~ Crown of Ages is the best offensive
and defensive helm, though acquiring one is difficult. Its stats are self-explanatory. ~ Kira's Guardian is a good defensive
helm, that I myself are fond of using. Kira's can easily fully or partially negate Conviction and other lower resist skills.
Socket this helm with a 15% Jewel or UM to achieve an even higher resist (85% if perfect). ~ Shako is a good helm but not
the best for a WW PvP Assassin. It doesn't fit well the build. The extra +1 skill in it is almost negligible. Moreover, it
doesn't provide +resists; in PvP, +resists is much desirable than a 100 extra life. ~ Guillame's Face is a good offensive
helm and it's cheap! The mods are awesome if use against melee characters and Bone Necros! Against other casters, this helm
sucks. Socket this helm with Shael to further increase its FHR.
C. Armor
- Offensive: Nat's Armor socketed with 3 Poison Facets
- Defensive: Guardian Angel
- Offensive: Toothrow
- Offensive: Crow Caw
- Offensive: Bramble
- Defensive and somewhat Offensive: Lionheart
Comments: ~ Enigma is good but not the best armor for WW Assassin, besides it's expensive. ~ Shaft is worthless.
You won't need the DR from it. Other mods from this armor are worthless. ~ Guardian Angel is an indispensable armor. It
will help you achieve 90%+ resist to all elements - good against Fire and Cold Sorcs. You'll do better with 90% resist with
low absorb than 75% resist with high absorb. ~ Toothrow is a good cheap armor. It offers one good mod: 40% Open Wounds.
Interestingly, in PvP, this 40% OW acts as if it's 95% OW; it's always triggered! ~ Crowcaw is a better version of Toothrow.
It has 35% Open Wounds, 15% IAS, 15% FHR, +15 DEX. All its mods are very useful, though lower def than Toothrow. ~ Nat's
Armor socketed with 3 Poison Facets is the best armor for this build. It fits the overall structure of the character. Nat's
has an inherent +2 Shadow Disciplines, +life, +75% Poison Length reduction mod, and decent armor def. With three Poison Facets,
you have easily increased and made effective your Venom skill. ~ Lionheart is another viable armor. Cheap runes and the
runeword itself gives good bonuses. ~ Bramble is a good armor but too expensive for its worth. The 50% (if perfect) Poison
damage increase is equivalent to at least +24 levels of Venom. IMO, Nat's armor with 3 Poison Facets is better.
D. Belts
- Tgods
- Verdungos
- Strings
- Arachnid's Mesh
Comments: ~ Tgods offers 20 STR/VITA bonus, 10% to max light resist, and 20 light absorb. Good well-rounded mods. This
would be your best belt against FOH/Trappers ~ Verdungos offers 30-40 VITA and 10-15% physical damage reduction. Huge VITA!
This would be your best belt against melee opponents. ~ Strings offers 10-15% physical damage reduction. The life leech
is negligible in PvP. Verdungos are far superior than Strings. ~ Some WW Assassins use Arachnid's Mesh for the +1 skill.
This is not advisable if you can get Tgods or Verdungos instead. Moreover, Arachnid's Mesh has a 20% slow mod which is considered
cheap in PvP.
E. Gloves
- Dracul's Grasp
- Steelrend
- Trang's Gloves
Comments: ~ Dracul's Grasp: 25% Open Wounds, 10-15% STR, 6-10% life leech. ~ Steelrend: good source of enhaced
physical damage, though it has a steep STR req. ~ Ignore the life leech in Draculs because it doesn't leech good enough
in PvP. ~ Ignore Life Tap since it rarely triggers for WW Assassins, as oppose to Zeal Paladins and Kicksins. ~ Instead,
for Draculs, try to get a perfect +15 STR. The 25% Open Wounds is the real point for this item. ~ Trang's Gloves is good
in conjunction with Bramble. The 25% Poison damage increase is equivalent to at least +12 levels of Venom
F. Boots:
- Shadow Dancers
- Goreriders
Comments: ~ Shadow Dancers are highly preferrable for a C/C WW Shadow Assassin: 30% FHR, +1-2 Shadow Disciplines,
and huge +15-25 DEX boost. Everything in this item are desirable. Beware this item has a steep STR requirement.versus Goreriders. ~
The 10% Open Wounds in Goreriders are rarely triggered with WW, though the 15% Deadly Strike in Goreriders is interesting.
G. Amulets:
- Offensive: Highlords
- Defensive: Mara's
Comments: ~ Mara's offers +2 skills; whereas Highlord's offers +1 skill. The level difference between Level
27 skill and Level 26 skill are almost negligible. So there's no issue here regarding the +skills. ~ Mara's offer a good
all-around resist; whereas Highlord's offers a fix but huge lightning resist. With Max Fade, resists aren't that an issue,
so there's no comparison here regarding resists. ~ Mara's do not offer any offensive mod; whereas Highlord's offer a huge
Deadly Strike bonus. Therefore, Highlord's are preferrable than Mara's.
H. Rings:
- 2 Raven Frosts
- 2 Dwarf Stars
- 2 Wisp Projectors
Comments: ~ Raven Frosts for cold absorb, AR bonus, and mana. ~ Dwarf Stars for fire absorb. ~ Wisp Projectors
for light absorb. ~ You can neglect all other rings but never Raven Frosts rings!
I. Charms:
- 10 Shadow Charms (with + Life/AR/Resist)
- Annihilus
Comments: ~ Shadow Charms will quickly boost your Shadow Disciplines skills. ~ Shadow Charms can easily be traded.
They are cheaper than Trap/Martial Arts Charms. ~ Try getting a +skill charm with +life mod.
J. Extra Items
- Call To Arms: to boost your LIFE.
- Nature's Peace or Wisp Projector: to boost your LIFE.
- dual +3 Shadow Disciplines katars: to boost skills.
Comments: ~ Dual +3 Shadow Disciplines katars can be shopped at Hell Anya. These will easily increase your Shadow Disciplines
skill by +6 levels: boosting Venom, Shadow Master, Fade, Burst of Speed, and Cloak! ~ Weapon Block and Claw Mastery does
not benefit from these katars. ~ Place the dual +3 Shadow Disciplines katars on your weapon switch.
IV. Leveling Notes
- Leveling this build is difficult! You will rely on party runs to level and on exp leeching until you are able enough to
equip a Chaos claw
- This build is almost impractical for PvM. At lower-mid levels, when you don't have your Chaos, it's hard to get a kill.
At higher levels, when you have your Chaos, it's also difficult to get a kill without doing costly repairs.
- PvM is only advisable against bosses.
V. Leveling Skill Point Allocation
- A good rule of thumb is to put a point in a skill whenever it's readily available. For example, Venom becomes available
at level 30. Once you reach level 30, put a point on it.
- With 10 Shadow Charms and +skills (i.e dual +3 Shadow Disciplines katars), more than 10 points in Weapon Block is unnecessary.
At level 26, you reach 60% Block. Increasing levels gives diminishing bonus block returns. You should max this skill later.
- Max Claw Mastery first, followed by Venom. In between, put points on Fade and Shadow Master.
- You should max Fade before Shadow Master
- Level 25 Shadow Master is already a good tank (10 pts in Shadow Master & 10 Shadow Charms & dual +3 Shadow Disciplines
katars)
VI. PvP Tactics
Terminologies:
WW Away: This means you Whirlwind away from your
opponent (as opposed to going towards your opponent)
Short WW: You WW at a shorter range.
Long WW: You WW at
a farther range.
General Tips:
- Use Fade or Burst of Speed whenever appropriate. - Always put your opponent on the move so that Whirlwind
hits better. - Stormshield equipped opponents are more difficult to hit than most shields.
Class Specific PvP Tips:
Sorceress:
- Defensively, appropriate absorbs and good resists are the key.
- Against fast teleporting sorcs, precise and proper timing of Dragon Flight is vital.
- Against fast teleporting sorcs with good FHR, short WW is a must.
Paladins:
- Against Chargedins, always WW Away. 99.99% of the time you will hit. Practically, WW Away appears to be an ITD mod (Ignore
Target's Defense).
- Against Hammerdins, never follow them from behind or WW them from their behinds; they will easily hit you. Use short WWs.
Long WWs will leave you open from their circling hammers.
- Against Enigma Hammerdins, same principle applies against normal Hammerdins. Most Enigma Hammerdins will teleport right
to your spot. Always do short WWs on your spot so that when they tele on to you, you will hit them.
- Against FOH Pallies, appropriate light absorbs and resist are the key. Try having max light resist even with max Conviction
on. Always summon a Shadow Master out so that your summon will take the FOH.
- Against FOH Pallies with high defense, same principle applies against normal FOH Pallies. Lay Wake of Fire traps to interrupt
the Pally's FOHs. Read my note about "Why a pt in Wake of Fire?".
Barbarians:
- Against WW Barbs with high defense, always try to WW when they are moving but not attacking. Avoid hitting them while
they WW or when they are standing still. Standing gives them better block, and if your blocked, their WW counter can easily
devastate you. Read my note "Why 1pt in Dragon Flight?".
- Against WW Barbs with high defense and BOTD user, 90% of the time you will lose.
- Against Frenzy Barbs, WW Away.
- Against Concentrate Barbs, WW Away.
- Against Warcry Barbs, always go in WW animation before they can initiate their Warcries so that you will not be trapped
on their stunlock-warcry combo. 99.99% of the time you will beat these barbs.
Assassins:
- Against Trappers, appropriate absorbs and resists are the key. Always WW to escape the stunlock.
- Against WW Assassins, same tips as for WW Barbs. Your winning and losing chances should be equal theoretically.
- Against other melee Assassins, 99.99% you will win. No skills needed.
Necromancers:
- Always enable Burst of Speed, since Fade won't help you anyway.
- Bone Spears are deadlier than Bone Spirits. Watch out!
- When Bone prisoned, always WW to escape.
- Use short WWs. Bone Necros will spam you with his Bone Spirits when you Long WW.
- Against Enigma Necro with fast teleporting, good bone absorb, max block, Call to Arms and Marrowalk bug user, your chances
of losing is 99.99%.
- Against Poison Nova Necros, always enable Fade. This will negate partially the effects of Poison. Your Venom + WW is much
deadlier than their Novas.
Amazons:
- Against Bowazons, Dragon Flight then WW.
- Against Javazons, light absorbs and resists are the key. Most Javazons use Fury skill or similar lightning melee attack.
Read my note about "Why a pt in Wake of Fire?".
- Put them on the move so that your WW hits more effectively. Standing gives them better block.
Druids:
- Against Elemental Druids, cold absorbs and resists are the key. Read my note about "Why a pt in Blades of Fury?".
- Against Melee Druids, 99.99% you will win.
VII. PvP Winning Chances
This is a subjective analysis of your winning chances with this build (based on my experience):
Sorceress:
Paladins:
- Chargedins: 99%
- Hammerdins: 50-70%
- Enigma Hammerdins: 30-60%
- FOH Pallies: 70-90%
- FOH Pallies with high defense: 50-70%
Barbarians:
- Against WW Barbs with high defense: 40%-50%
- Against WW Barbs with high defense and BOTD user: 10%
- Against Frenzy Barbs: 20%-80%
- Against Concentrate Barbs: 20%-80%
- Against Warcry Barbs: 99%
Assassins:
- Trappers: 90%-99%
- WW Assassins: 50%-90%
- Other melee Assassins, 99%
Necromancers:
- Bone Necros: 40%-90%
- Enigma Necro: 10%-50%.
- Poison Nova Necros: 40%-90%
Amazons:
- Bowazons: 90%
- Javazons: 70%-90%
Druids:
- Elemental Druids: 70%-90%
- Melee Druids: 99%
VIII. My Current C/C WW Shadow Assassin on USEast Ladder
Skill Points Allocation
- Max Claw Mastery
- Max Weapon Block (61-62% Block)
- Max Fade (83+ Curse Reduction Length. 70+ Resists)
- Max Venom (1K poison +-)
- 1 pt WoF
- 1 pt Blades of Shield
- 1 pt Blades of Fury
- Level 25 Shadow Master (not maxed) (1.7K life +-)
- Level 4 Dragon Flight (1pt base)
- Level 5 WW
Stat Points Allocation
- STR: 187 (120 base)
- DEX: 180 (99 base)
- VITA: 322 (1354 life) (2K+ life with Call To Arms. 2.4K+ life with Wisp.)
- ENERGY: 41 (25 base) (260 mana)
Damages
- Whirlwind Physical Damage: 1216-1930 and 1270-2000
- Whirlwind Physical Damage with 1K Venom: 2164-2889 and 2217-2958
- WW AR: 6.2K (with dual Ravens)
- WW AR: 4.6K (with single Raven)
- Dragon Flight AR: 2.9K (with dual Ravens)
- Dragon Flight DMG: 650-1059
Resists (Hell, without FADE and Jade Talon)
- Fire: 9
- Cold: 9
- Light: 85
- Poison: 20
(Hell, with FADE and Guardian Angel)
- Fire: 90
- Cold: 90
- Light: 95
- Poison: 90
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[Fire] Trapper
Fire or lightning which is better? This section is here to help you decided for yourself which is better by
comparing the advantages and disadvantages of both fire and lightning traps.
Fire's Advantages
Fire traps don't
cost as much mana as lightning traps. Fire traps stunlock far better than lightning traps. Fire traps have a wider radius
than lightning traps. Fire traps allow for more skill options, because they only require you to max three synergy skills
where lightning requires four. Fire traps have a balanced minimum and maximum damage so you will always get good damage. Most
duelers expect a lightning trapper so being fire you have an element of surprise.
Fire's disadvantages
Fire
traps have a low maximum damage. Fire traps have a hard time hitting oppenents that run in a straight line. Fire traps
do not shoot as many times as lightning traps. Fire traps don't do as well in PvM but this is a PvP guide so this shouldn't
matter to much. Fire traps rely on a continuous stream of mind blasts to keep oppenents stun-locked.
Lightning's
Advantages
Lightning traps have more maximum damage than fire traps. Lightning traps have a longer range (not radius) Lightning
traps are more effective against oppenents that run in a straight line. Lightning trappers do not have to rely on mind
blast as much as fire trappers. Lightning traps shoot more times than fire so you don't have to recast them as often.
Lightning's
disadvantages
Lightning doesn't stun as well as fire. Lightning has a very low minimum damage. Lightning traps
cost more mana than fire traps. Lightning traps are often ineffective against oppnents that run in random patterens. Lightning
trappers are very common so it is more likely that the oppenent will be prepared for you.
Note on fire traps damage:
Although it may seem very low, the damage of these traps racks up very quickly. As you can see lightning and fire are pretty
equal and neither is best, so it is all a matter of preferance and playing style.
Assassin Breakpoints
Here
is a list of breakpoints for the assassin. All of this info was taken from the assassin FAQ at Dii.net so credit goes to all
that figured this technical stuff out. Thanks guys!
Faster Cast Frame Rates 0% - 16 frames 8% - 15 frames 16%
- 14 frames 27% - 13 frames 42% - 12 frames 65% - 11 frames 102% - 10 frames 174% - 9 frames
Hit Recovery
Frame Rates 0% - 9 frames 7% - 8 frames 15% - 7 frames 27% - 6 frames 48% - 5 frames 86% - 4 frames 200%
- 3 frames 4680% - 2 frames
Block Frame Rates (applicable for both shield block and weapon block) 0% - 5 frames 13%
- 4 frames 32% - 3 frames 86% - 2 frames 600% - 1 frame
Stat allocation Here I will list 3 different stat
set-ups for different types of builds, however this is not the "Beat all End all" stat allocation, just what I consider to
be the best, I reccomend you follow your own preferences.
Wep/Shield with max block: Str: Enough for all of your
gear. Dex: Enough for max block on your shield. Vita: All goes here after other stats are complete. Energy: None
or about 50 points, your choice. Note: I will leave it up to you to find out how much dex you need for max block on whatever
shield you may use.
Wep/Shield without max block: Str: Enough for all of your gear. Dex: Enough for all of your
gear. Vita: All goes here after other stats are complete. Energy: None or about 50 points, your choice
Claw/Claw: Str:
Enough for all of your gear. Dex: Enough for all of your gear. Vita: All goes here after other stats are complete. Energy:
Your choice here, but I reccomend putting some into energy as using 2 claws can hurt your mana.
Note: I do not reccomend
going C/C as it makes it harder to get good mana, cast rate, and resist. I also do not have any experience with a C/C fire
trapper so I can't help much.
Skill Allocation
Martial Arts: 1: Dragon Talon 1: Dragon Claw: 1: Dragon
Tail 1: Dragon Flight
Trap Tree: 20: Fire Blast 20: Wake of Fire 20: Wake of Inferno
Shadow Disciplines: 1:
Claw Mastery 1: Psychic Hammer 1 : Cloak of Shadows 1-20: Weapon Block 1-20 Mind Blast 1-20 Shadow Warrior 1-20
Shadow Master 1-20 Fade 1-20 Burst of Speed
Notes on Martial Arts tree: You should only use dragon flight, the
others are just pre-req skills. Only invest points into this tree if you DON'T intend to use the Enigma armor.
Notes
on the Shadow Discipline tree: The expression "1-20" means 1 through 20, not 1 or 20. This is where your variety comes in
after you have maxed your traps. It is up to you to decide what you want to put your points into. I reccomend atleast 1 point
into Brust of speed or Fade (your choice) or more into Fade if you need more resist and atleast 1 into Shadow Master or Warrior
(your choice) Try to add a few points into mind blast for extended stun duration.
Gear Set-ups
Here are my suggestions
for what I consider "optimal gear" keep in mind these aren't the "Beat all End all " gear set-ups, and it is best to use what
you feel is right for your budget and preference.
Weapon
Heart of the Oak: This godly flail is the best choice
for a C/S assassin. It provides excellent mods such as: 15% to max mana, 30-40 resist, 40 faster cast, 10 to dex, and 3 to
all skills!
Wizard spike: This is another strong choice that provides insane amounts of resist, cast rate, and mana,
but it just cannot compete with the awesomeness of the HoTo.
Bartuc's Cut Throat: These claws are nice for a C/C trapsin
as they provide useful mods such as: 20 to dex and str, 30% faster hit recovery, and 2 to assassin skills.
+3 Trap
Claws: These claws are mainly used for higher damage. Try to find one that adds 3 to traps and 2-3 to Wake of Fire and you
will have yourself a godly claw.
Jade Talon: Need resist for your C/Cer? Then this is the perfect claw for you providing
a great resist bonus of 40-50 as well as 30% faster hit recovery, and 1-2 to shadow disciplines.
Note for fade users:
If your casting your traps to slow you can always put a shael rune in your claws/wizard.
Weapon Switch Call to Arms:
This is probably the most common and expected choice, but how can it not be as it provides you with a very large increase
to your life and mana. Use a Sigons shield or Lidless Wall to boost the skill level of your Battle Orders.
+3 to Shadow
Claws: These are pretty useful for getting a higher level burst of speed, fade, and/or shadow master/warrior.
+3 to
Trap Claws: These are useful when your in the field waiting for your oppenent, just switch weps and get a nice bonus to your
trap damage.
Lightsabre/4 Lo'ed shield: This is extremely useful for duels with lightning using assassins as it allows
you to absorb some of their damage and raise your resist to an amazing level. Downside is this is kinda cheap
Monarch
Shield socketed with 4 Perfect Topaz: This is great for anti-FoH as it completely negates their conviction
Shield Stormshield:
I'll bet you could see this coming from a mile away, anyways, this godly shield is great for damage reduce (35%) as well as
25% added chance to block, 35% faster block rate, and very nice cold and lightning resists. Can't forget about the great defense
either.
Lidless Wall: This is a great shield to use it you don't need the damage reduce of the stormshield. It adds
1 to all your skills, 10% to your mana, 10 to your energy, and 20% faster cast rate.
Whitstan's Guard: This shield
makes it much easier to get max block as well as a nice 40% faster block rate.
Armor Enigma: This armor has many
helpful uses, they include: 2 to all skills, 45% faster run and walk, 5% bonus to your life, 8% damage reduce, 1-74 bonus
to your str, and the infamous +1 to teleport that will allow you to zip around the Blood Moor like a sorc. Try to make this
in a light armor such as a dusk shroud.
Chains of Honor: Use this armor mainly for its 65 to all resist mod, also includes
2 to all skills, 20 to str, and 8% damage reduce. This is also best used in a lighter armor.
Stealth: Don't underestimate
this seemingly weak armor as it includes great mods like: 15% mana regen, 25% faster hit recovery. 25% faster run and walk,
25% faster cast, 6 to dex, and a nice 30% bonus to your poison resist. Best made in a high defense light armor.
Shaftstop:
Great choice if you need damage reduce coupled by nice defense and bonus to life.
Helm Shako: An all time favorite.
This great helm has remained godly through all the years and it still provides you with it's wonderful mods: 2 to all skills,
1-148 life and mana, 10% damage reduce, and 2 to all attributes.
Kira's Guardian: If your ladder and you need some
great hard to come by mods then look no further than this magnifico circlet mods include: +50-120 defense, 20 faster hit recovery,
50-70 all resist, and the oh so lovable cannot be frozen.
Veil of Steel: Surprise! This helm may have a steep str req
but it provides 15 to str and vita, 50 all resist, and nice defense.
Crown of Ages: Another helm with a steep str req.
I kinda like to think of this helm as a cross between a Shako and a Veil of Steel. Mods include: 1 to all skills, 20-30 all
resist, 30% faster hit recovery, 1-2 sockets, and nice defense.
Belts Arachnids Mesh: 20% faster cast, 1 to all
skills, 5% to mana, and high defense, what more can you ask for?
Thundergods: A nice belt that adds 20 to str and vita,
has nice defense, and gives you great protection from evil lightning trappers.
Gloom's Trap: Another nice belt that
does alot for your mana (15% to mana and 15% mana regen) also adds 15 to vita.
Trangs belt: Belt with good defense,
66 to life, and cannot be frozen.
Gloves MageFist: Ah, the perfect fire trapper gloves. The only reason you shouldn't
use these is if you don't have them. Mods are: 1 to fire skills, 20% faster cast, and 25% mana regen. Don't forget to upgrade
these to exceptional or elite if your on ladder.
Trangs Gloves: These gloves are nice but are out matched by Magfist.
Mods are: 20% faster cast, and 30% cold resist. There are more but they don't help trappers.
Boots Waterwalks: Good
boots that add to your life, run and walk, defense to missles, and 15 to dex. Also add 5% to your max fire resist which is
helpful against fire users.
Silkweaves: Good boots. Adds, 200 defense vs missles, 10% to your mana, and 30 faster run
and walk.
Marrowwalk: Good defense boots that add 20% run and walk, 17 to dex, 10-20 to str,10% mana regen, and level
33 bone prison charges incase you wanna be mean to melee oppnents
Rare boots: Rare boots that add to run and walk,
resist, stats, and faster hit recovery are nice.
Amulet Mara's Kaleidoscope: This is probably gonna be your best
choice with 20-30 resist all, 5 to all attributes, and 2 to all skills.
Rising Sun: You can use this if you don't have
Mara's as it adds 2 to fire skills. Also helpful against fire but can be considered cheap.
Rare/crafted amulet: Look
for faster cast, 2 to assassin skills, stats, resist. These are hard to find but very good if you do.
Rings Stone
of jordan: Great ring that adds a large amount of mana and 1 to skills.
Bul-Katho's Wedding Band: If your evil enough
to steal this poor mans wedding ring then Diablo will reward you with 1 to all skills, and 1-49 life (based on level)
Rare
Ring: Try to get faster cast rate, stats, resist, life and/or, mana.
Raven Frost: Good ring to use if you need cannot
be frozen, also adds 15-20 dex, 40 to mana, and cold absorb for pesky sorcs.
Dwarf Star: In short: life and 15% fire
absorb. I'm sure you can guess what to use it on.
Wisp Projector: Good ring most noticed for it's 10-20% lightning
absorb which is great for duels against 10k damage light trappers and some sorcs. Another cool feature of this ring is it
gives you Oak Sage, Heart of Wolverine, and Spirit of barbs charges, use em well.
Charms 10x Trap Grand Chrams with
life, faster hit recovery, or stats (whichever you need or want.) 1 Annihilus Small Charm 9x Small Charms with life,
mana, resist, faster hit recovery, or stats. Again thats which ever you need or want.
Socket advice Basically you
want to use things that increase your resist, damage reduce, faster hit recovery, mana, or life. Once more this is all a matter
of what you need and/or want. Below is a list of runes and jewels that have helpful mods.
Um Rune: 15 all resist when
put in helms and armor. 22 resist when put in shields
Ber rune: 8% damage reduce when put in helms,armor, and shields.
Jah
rune 5% to max life when put in armor and helms.
Shael rune 20% Increased attack speed when put in weapons (good for
trap laying speed) 20% faster hit recovery when put in helms and armors. 20% faster block rate when put in shields.
Sur
rune 5% to max mana when put in helms and armor.
-15% requirements and 15 all resist jewel. This is good for items
with a high str requirement such as stormshield or crown of ages.
Fire Rainbow Facet. This jewel can increase your
fire damage by a percent (3-5%) it also has a - enemy resist mod but that DOESN'T work on traps.
Leveling Advice I
won't go into to much detail as this isn't a PvM guide.
Levels 1-12 Act1 just kill things with Fire Blast and your
merc. Once you get Wake of Fire you can lay waste to monsters pretty easily.
Levels 12-18 Act2, just go thorugh the
quests, you gain a surprising amount of experience doing this.
18-25 Arcane runs and/or Council runs.
25-45
Ancients and norm baal runs
45-70 Nightmare ancients and nightmare baal runs.
70 and up: Hell ancients and hell
baal runs.
Note: Once you get into hell you won't be able to dish out that much damage as monsters life and resist
are pretty high as well as fire immunes, so it is best to just stick behind your party and lay traps. Also, you can help with
stuff like casting battle orders if you have it, using cloak of shadows to lower monsters defense and blind em, using mind
blast on champion monsters and others like Lister, and lastly you can use psychic hammer on normal monsters to keep em at
bay while your partners kill them off.
Goals Try to aim for atleast 2k life although you can get up to 3k+. Get
atleast an 11 frame mind blast I think that anymore is overkill but that is my opinion. Try to get atleast 800 or so mana. Try
to get around 1000 trap damage or more. Try to get 75 all resist in hell mode (don't forget anya) Try to get decent
trap laying speed.
You can set your own goals for faster hit recovery. I personally don't worry to much with it, I
have 32% and I rarely get in a situation where I need anymore.
Dueling Strategies These strategies are based on
my experiences as a dueler and I can pretty much garuntee that there is more, so please experiment some and find what you
feel works best for you.
Amazon Ahh, the amazon, the former queen of dueling has fallen and the assassins have risen.
Enough of that, lets get on to the outline.
Bowazons: Most of these amazons will just sit as far out as possible and
try to pelt you with their guided arrows, but you can take these. Just tele out to her or Dflight her and lay your traps,
mindblast and she is dead. If she doesn't die just repeat this process as there isn't much the zon can do once she is locked.
Now bowazons that constantly run can be annoying as you may never be able to lock them, but be paitent as they cannot win
a duel simply by running and they will have to stop to fire eventually, when this happens just lay a trap and if it hits her
try to get in front of her via teleport or running and mindblast her into that trap then lay more and you should have her.
Javazons: If this amazon is just using jab then lay some traps and your feet and watch as she comes right into it,
mindblast her some and she will fall. Beware however that some zons are smart (yes they exist) and will try to throw at you
when this happens just go to her and she will most likely try to jab you then you know what to do. Even if she keeps throwing
she will most likely just get hit by your traps when you lay them next to her. Now, the charged stirke is a little trickier
while almost the same as the jabazon there is one big difference, THEY HURT. Now, it is usually best to try to create some
distance between you and her, not to much though, and then trap and mindblast her. If you find yourself taking alot of damage
and you have to retreat then do so by running in sort-of a zig-zagish pattern because if you run straight the charged bolts
will just keep hitting you causing mass damage, and you don't want that. If you have acess to enigma's teleport then just
tele behind her and keep going she wont be able to keep up. Lastly, we have the plague javaelin zon. This zon basically tries
to poison you to death by throwing you a nasty java at you. Surpringly this is a very easy duel just lay traps at her feet
and run or tele when she throws her java as it is easy to avoid the java and it's radius. When she throws her java at you
it will take a second for her to throw again use this time to stunlock her to death.
Assassin
Martial Arts:
Well first off if you ever see a dueling assassin that uses a charge up skill, please tell her to remake her assassin that
these types of dueling assassins are dead. If they even try to duel you just fry them and show them how dead they really are.
There are also kicking assassins, now, these assassins can do alot of damage very fast, usually via venom and openwounds and
sometimes magic damage. However, these assassins have to get to you to hurt you, so just lay some traps and try to get her
to come to you then stun her. Against these types of assassins try not to run as they will just dragon flight you and really
hurt you instead let them flight you then stun them. Another trick these sins can pull off is to Dflight out of stun lock
right into you so try not to stay out of your traps radius so they cant do this to you, and don't forget to fire blast them!
Whirlwind:
Now, these assassins can be really tough to kill with a fire trapper. They have very high life, can block your traps, escape
stun lock via Dflight and whirlwind, can't be stunned while whriling, and can do major damage very very quickly. With that
said you might wonder how you can kill these assassins. First, don't worry about trying to mindblast them alot as it won't
do much good just lay traps and run as they whirl. If your at a safe distance and the sin is still in whirl animation then
hit her with a mindblast and when she stops you can get her in a little stun lock, but don't expect it to last very long as
they will whirl right out. Never try to tank these assassins as they willl almost always rip you to shreads in a head to head
duel.
Trapper: Well a duel with your own type. Most of the assassins you encounter will be lightning and they will
most likely think that your lightning so you have the element of surprise to help you, but don't rely on this alone as lightning
trappers are very deadly. First off if the trapper plays offensivly they will most likely lose, because, they will come to
you and you will easily overcome this. When they get to you they will still most likely get a couple of traps around you so
just run around them and periodically set another trap or 2 and mindblast them. Defensive trappers can be hard to kill as
you don't have their kind of range. The best advice I can give is to try to lure them out of their defensive stance by using
wake of inferno or by tossing a few fire blast over there. Once they run attack them agressivly and you can probably drive
them into an offensive stance where you have the advantage. Never ever try to out defend them, and never think you can run
right up to their defended area and win because you won't. With fire trappers it is going to be an evenly matched duel (most
likely) and whoever has the most skill and luck will probably be the victor, so goodluck.
Necromancer
Bone Necros:
These necros are kinda hard to deal with but they will usaully just stand and bonespirit you then all you do is trap and stun
em. If the necro starts to teleport then chase after them but don't run straight or else you will run right into a line of
spirits and spears. Once he is in sight just lay like 1 trap and mind blast just to get a lock going then lay more traps and
press your advantage. Some necros (the good ones) will teleport and spam teeth which can really hurt after a while and you
won't be able to get close to him. Against these necros you might lose, but try to retreat as you can escape teeth with fast
feet and/or teleport in this case he will probably follow and you can have traps set up for him. A good method to use on these
necros is to set your traps in random locations in hope that he will teleport over them and you can get a lock. One more tip
with these necros is that once you dodge their teeth they will likely pursue you trying to chase you with teeth so try to
plan where you will run ahead of time and lay traps there and try to lure him to them.
Poison necros: These necros
are pretty hard to kill if the player is skilled. Basically they will just try to Pnova you and let their golem or other spells
finish you once you have 1 life. Beware that once 1 nova hits you with the lower resist curse on you, you will likely be at
1 life. Try to lay traps in sort-of a circle at about the same radius as the nova itself so when they necro runs or teles
to nova you, you will have the same range as he will and you can mind blast him into a lock. Thats pretty much all I know
about these necros as I haven't dueled very many, but one more tip I have is to not chase them just let them come to you,
and don't panick if you have 1 life as this will probably happen, you still have a chance to win even at 1 life. Any melee
poison necro is pretty much dead, just lay traps and stun.
Summoners: Surprise surprise, summoners duel now. The best
way to deal with these necros is to focus on the necro himself. Even though you probably won't be able to directly target
him, lay traps as close to him as possible and they will hit him and any summons in the area. Do the same thing for mind blast
as it's radius will stun him and the other summons. If this necro teleport then it just play into your hands as tele-ing gathers
all of his summons into one large bunch right by his feet so you can kill them all at once. One thing that you should look
out for on all types of necros is the decrepify curse this can really hurt your ability to cast traps and run so watch out.
Barbarian
Whirlwind
barbs: The majority of barbs you face will probably be this type. Treat these barbs like the whirlwind assassin as the same
rules apply. If this barb uses teleport from the enigma armor then you should try to anticipate his tele and counter it with
a tele of your own. You can usually cast alot faster than a barb so you should get out of the way in time and he will be punished
for his mistake by some of your traps. If you don't have a way to teleport then it becomes a little bit harder. You will still
want to anticipate the barbs tele but try your best to have some traps at your feet. Once you see him go into teleport animation
you should cast mindblast at your feet or wherever you think he will land. The reason for doing this is to inturupt his casting
of whirlwind, this works because, they have a slight delay before they can whirl once they land so a quick stun with traps
should buy you enough time to get out of range.
Concentrate barbs: These barbs are pretty straight-forward, they just
run or teleport to you and poke or slash. Sounds easy to beat right? Just lay traps and watch as the pour soul struggles to
get out of stunlock, right? Wrong, it's not that easy as the concentrate skill is uninturupable. This basically means that
he can still attack you while he is being stunned. With that said it is best to stay about a half of a screen away from him
and never let him get to close, this way you can still stun but you won't be hit that much. Beware though as barbs usually
have alot of faster hit recovery and/or acess to whirlwind, so it can be hard to keep them stunned.
Berserkers: This
type of barb can do alot of damage if you let him get close. Fortunately these barbs are pretty easy to evade and stun. Still
though, beware of high life, faster hit recovery, and whirlwind.
Paladin
Zealot: Ahh, an old classic. These
pala's got a nice upgrade in the 1.10 patch. Their zeal can now rip you apart in seconds and even worse than that zeal is
now uninturuptable. Use the same rules as with the concentrate barb the only difference is they can't whirlwind. These pala's
will almost always have acess to charge as well so beware of that as you get away from them they can also use this to help
get out of stunlock and then slice you to pieces with their zeal. There isn't much you can do against this, so just try to
keep him as stunned as possible.
Smiter: Another old paladin type. These are pretty much the same as ever, just run
up to you and smack you with their unblockable, never missing, shield bash. Atleast it is inturuptable. Same rules apply to
this paladin as with the zealot you just don't have to worry about him hitting you in stunlock, but this paladin also has
access to charge so it is fairly easy for them to escape. Once again just retreat and stun if he gets to close.
Blessed
Hammer: First things first, this pala will kill you in 1-2 hits. Now, with that said it is very simple...DON'T GET HIT. Good
news is, these paladins are pretty easy to predict and avoid. The most common move of all hammerdins is to teleport to you,
switch on their aura, and kill you. Now, since we don't want to be rude, we need to welcome them with traps at your feet.
Another common tactic of the hammerdin is to run or teleport and toss a few hammers expecting you to follow and get hit, don't
do this, instead just tele or run around the area and let him know your on to him, maybe tossing a few fire blasts or traps
his way will pursuade him, once this happens he will probably realize that it isn't working and will go back to the teleport
in your face trick.
Fist of the Heavens: Also known as FoH or the Templar. The deadliest thing about these paladins
is their aura. Without the aura their FoH will do very little damage. Fortunately they have a casting delay on their FoH so
it is pretty easy to lock them and keep them that way. If this paladin teleports then you can use this to your advantage.
Go out a good distance and lay traps, this will provoke him to teleport to you which requires him to turn off his aura for
a second, use this time to set him up and stun him. Even if the pala runs to you it will still work in your favor as any time
the paladin isn't casting is a good time for you. If you find yourself getting beaten then just teleport away and let that
aura go away, then you can re-enter and continue the duel or try to get him to come to you. If you can't teleport then don't
even try to run as it will almost surely get you killed. The real weakness of this build lies in their greatest advantage,
their aura, take this away and you take them with it. A good way to do this is to wear a shield socketed with 4 perfect topazes
(160% lightning resist)
Charger: This is a hard match as these pala's are hard to stun and even harder to avoid, to
top if off most of their victories are through 1 hit kills. In this match you do not want to run doing this will allow the
paladin to charge you repeatedly while your helpless to stop him, if you don't have teleport from enigma I really don't know
what to tell you here. There is some hope however, some things you have on your side is their low minimum damage, and the
fact that charge only hits once unless her continues to charge. The best tactic I know of is to teleport to a wall and lay
traps, the paladin will come after you and will either hit and kill you, hit and almost kill you, or not hit you because you
blocked or he missed. The thing is you just have to get lucky as they will always get atleast 1 charge on you, your not fast
enough to stunlock him before he hits so you have to rely on your block or their low minimum damage. By standing by the wall
you eliminate his ability to immobilize you. Ince the initial charge is over you have the chance to stun him, use it well.
One last tip is to always try to keep a shadow as close to you as possible, I say this because, the pala has to click your
name to charge you successfully and if there is a shadow close to you he might mess up and click the shadow instead of you,
and you will need every advantage you get. Good luck.
Sorceress
Fireball: Probably the most common sorc type.
Some of these sorcs will just stand still and shoot fireballs at you in hopes that they will hit you, if this is the case
cast a trap at her feet and mind blast her into a lock then press the advantage with more traps. Should she teleport away
before your traps hit her, just repeat or next time you get the opening hold a mindblast lock on her and then cast a trap
after a couple of blasts then press the advantage. A skilled FB sorc will teleport alot and fire ball you periodically, you
will probably see some hydras pop up too. Against these sorcs it is usually best to lay traps in random locations and hope
for that lucky break where she comes to you, see the strategy for the bone necro as this match will almost be the same as
that one. Something to take not of is, never try to rush up to a teleporting sorc as she will probaably have some hydra's
and fireballs waiting for you, just be paitent.
Blizzard: This type of sorc is kinda like a hammerdin in a sense that
you will die in 1-2 hits. Now, the best thing to do here is to stay on the move or else you will get hit by a blizzard. Never
ever run when a blizzard is right on your head instead teleport or dragon flight out. If she likes to teleport alot then do
the same as you would for the fire sorc, most of the time these sorcs are cocky and will just stand, but I always try to think
of my oppenents as very skilled until I can make an accurate assumption of their true skill, I suggest the same to you. Even
in stunlock don't drop your guard as she can and most likely will get a blizzard going so try not to stay still, once you
have your lock on her just run a little periodically stopping to cast traps and mindblast.
Lightning: These sorcs
use the lightning skill to deliever large damage. More often than not the damage isn't high enough to kill you in one shot
due to the very low minimum damage on this skill, but you should still be careful of it. In order to get good damage on you
the sorc will often have to keep a steady stream of lightning on you. By doing this she stays in a some-what immoble state
so cast a trap and mindblast her then cast more traps and you should have her locked down.
Frozen orb: If you ever
see a good synergy orb sorc, you will definitely see that orb sorcs are not dead at all, they are alive and kicking. This
sorc is almost always going to be on the move via teleport and the range on the orb is great enough to stir you out of a defensive
stance. The best advice I can give for this duel is to lay traps in random locations and hope for a lucky break. Do try to
avoid the orb at all cost because, if you get hit by one you could very well lose about half of your life. Sometimes this
type of sorc can be impossible to catch so you just have to hope for the best in these cases.
Enchantress: You should
already know what to do, just stun and trap. Only thing to be aware of is this sorc will probably have access to teleport
and can use this to get close to you and whack you or use it to tele out of stunlock, although these sorcs often have slow
cast rate, so it shouldn't be to much of a problem. Most echantresses will also have energy shiled and that can take a while
to knock out, but you will get through.
Druid
Fury wolf druid: Just stunlock them, they really have no way
to get out of it. Any summons they have will die once you lock him, the only exception might be the spirit as it likes to
drift away from your range. If this is the case just mind blast it once and toss a fire blast at it and it will die. Some
druids can give your mana a run for your money with their high life and possible high level cyclone armor, so hang in there
and if your mana get low just run around letting it replenish, it is unlikely that they will catch you.
Rabies druid:
Same rules as the fury wolf. Just be extra careful when he gets close to you. 1 rabies and it will probably take you to 1
life, luckly this process takes time, so you have a good window of time to finish him even if he does get a bite off on you.
Be warned that if the orange aura like thing that surrounds you when your bitten is on you once your life hits 1 you will
actually die from the poison, so be alert.
Maul Bear: This match to should be approached like a fury wolf duel. These
druids don't do much damage but they do attack fast and stun, but this shouldn't be that bad or difficult. Be warned that
these druids have massive life, so hang in there and remember to take out their spirit.
Fire Claws: Same drill as
the previous druids, the only exception is these druids can often attack so fast that one mistake will lead to your death.
Just try to keep some distance between you, about a half of a screen. You might encounter a fire claws druid that casts armagheddon
before he morphs, just stay out of the range and you will be fine.
Wind druid: Probably the most common druid now,
ironic how something that was previously so weak has become so strong. These druids opperate like the hammerdin, they will
teleport to you and cast in your face, so greet them with traps and mindblast. If they don't try to tele to you they will
probably just try to stay about a half a screen away and shoot tornados at you just dodge and cast traps in a wide circular
pattern and you will get him eventually. The other pattern they follow is to just teleport past you letting hurricane hit
you, if this is the case just use the circular technique on them. These druids will also have a high level cyclone armor so
they can take quite a bit of traps before their life starts to deplete, but it will fall pretty quickly. They to have high
life, so remember to kill the spirit.
Fire Druid: This druid uses fire elemental spells to kill you, it is actually
pretty unique and equally as impressive on the visual side, but don't look at the graphics for to long or you might find a
molten bolder rolling on you and we don't want that Now, the main tactic of these druids is to either run and let armagheddon kill you, or stand still and let you come into
their range then pelt you with fissures flying rocks and giant bolders until you are flattened, or burned to a smoldering
pile of ash. If they are the running type, follow them, but dont get into their armagheddons range, instead wait for them
to realize they are getting nowhere, when this happens they will cast another spell on you, this spell will keep them still
for a moment, this is your chance to get them, lay 1 trap and mind blast then press the advantage. For the standers, just
cast and trap. These druids usaully won't have a high level cyclone armor and their life will be lower since they have so
many synergy skills to max, regardless kill the spirit.
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