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View Full Version : Best Possible PS Buld - HELP NALIWORLD!


skygoneblue
03-06-2004, 18:01
Ok, I have gone back and forth and back again with this PS Assassin idea, and everytime it seems that I have a decision made, someone like Naliworld comes in with an even better point and totally ruins what I had planned. :lol:
Thanks to him, I think I am going to rebuild AGAIN. Thank god I was only to level 18!

Ok, so anyone with sound logic and reasoning, help us design the best possible PS Assassin using Nat's set.

The core of the build absolutely must contain:

20 Fists of Fire
20 Claws of Thunder
20 Phoenix Strike

The skills that I am a bit undecided about are:

Dragon Claw - 1
I originally thought that maxing or pumping this would be good, but Nali suggested pumping Claw Mastery instead and only dropping one point here even though it is the primary release move for the charge up skills. I agree with him that one point is sufficient.

Claw Mastery - ?
I originally thought that one point would be enough and to just let the +skill items (at lest +3 from Nat's set) pump it up to a reasonable level later would work just fine.
However, in conjunction with the solo point in Dragon Claw, I think that having a good attack rating with your claws becomes more challenging for non-charge up skills. (Charge up skills offer their own attack rating and will have no problem hitting at higher levels).
Also, Claw Mastery is a two-birds-with-one-stone kind of a skill. It will add attack rating for BOTH the Dragon Claw finisher and the charge up skills. Will only one point be enough?

Weapon Block - ?
I was assuming this to be a one point wonder skill and that one base point plus at least 3 from Nat's set later would give plenty of block to this build (slvl 4). Thoughts?

Shadow Master - 10+
I like this skill. In fact, I like it a lot. I have never built an assassin without it, and with good reason. The best part is that there is virtually no diminishing returns on the skill except in the Resist All attribute. What is a good number to aim for after +skills items?

Venom - 20?
I hadn't planned on using any in this skill, but seeing how a PS Assassin is 99% melee, 400+ extra damage per claw hit never hurts. Plus, another source of damage is always good. This brings the total up to 5 possible sources! Immunes are no problem anymore.

So, my idea is roughly this:
20 FoF
20 CoT
20 PS
20 Venom
10+ SM
5+ Claw Mastery
1 Point Wonders:
DC
WB
CoS
MB

I won't be using traps.

Ok, tear into me! Thanks guys! :lol:

BIGeyedBUG
03-06-2004, 21:45
Okay, some thoughts:

Personally I think it's counter-productive to plan builds around the upper 90s. Odds are you'll never get there. If you do--great, but you're better off spending points with an eye toward level 80 or 85 IMO.

Claw Mastery- It's hard to say about this without knowing your other gear. I would really try to keep it at one, and get your AR through equipment. You can also cheat by using -def through eths and CoS. A happy Phoenix Striker will be hitting 95% of the time (after -def, which isn't reflected on the character screen).

Venom vs. 2nd Synergy- In a more realistic plan, one of these would get reduced. It comes down to this question: Would you rather have damage that helps all the time but only against 1 target? OR multiple target damage that you're only using maybe 25% of the time? I really don't know which is better, but my personal preference is for the 2nd synergy and a 1 pt Venom. If you want a fuller explanation of why, I'll give it later.

Dragon Claw - I totally agree with Nali.

Weapon Block- I never put more than 3 or 4 into it, and often keep it at one.

Shadow Master- I aim for level 18 after +skills to take advantage of its equipment and skill-useage breakpoints.

Traps - If you can fit a 1 pt DS and BF into you're build, they can be very helpful. Ideally you'd get one or both for free on a claw.

Hope that helps.

skygoneblue
03-06-2004, 21:53
Bug,

Thanks for the reply bro. I completely know what you mean about planning builds like that. That is why I tried to keep my points outside of the PS syngery so limited (hence, I am kinda distraught about how I already put 2 points into DC, WB, and CM).

I actually planned on not using Venom until Nali suggested it. It is a good source of damage, but at the same time, I could easily spend those 20 points in making a better Shadow Master, better Weapon Blocking, and better Claw Mastery.

I really want this to be an elemental-based Assassin (as much as possible).

Can you go into a bit more detail about your one point in Venom choice? IMO, it is an all or none kind of skill.

BIGeyedBUG
03-06-2004, 22:14
It's not all or nothing. Why not put 1 pt in it? With +skills it'll be some decent additional damage. The only reason I can think of not to use it, is if you're relying on poison damage to stop monster regen. Venom destroys that idea.

I don't like to max it, because of my expereriences with a level 30 Venom on a Blade Fury build. It just doesn't seem to lay monsters down as quickly as you'd think. My guess is that there's a lot of high poison resistance in Hell. It was okay for her because I didn't have any place else to put her points, but you can't say the same for your build.

I like to develop a second synergy because I figure my equipment selection is mostly based on charging and releasing as quickly, accurately, and powerfully as possible. A second synergy takes advantage of that--Venom doesn't.

Oh, and the other reason is that callin' down a bunch of big, fat Meteors in a row is cool... :yep:

skygoneblue
03-06-2004, 23:03
Ok, so I had even tossed around the idea of forgetting the fire synergy all together and just going with CoT and PS to allow for more room for SM, CM, and WB (and a point in Venom if necessary ;)).

Then I thought about those fast rogues in the Cold Plains, Stony Field, Dark Wood, and Black Marsh that are lightning-immune. Ow. Throw in a fast-enchantment and you have a dead assassin that cannot recover her body (I hate losing experience).

Dammit, this is hard. Sacrifice points in Shadow Master to synergize meteors, or just screw meteors and have a huge Master.

Naliworld
04-06-2004, 07:12
Those fast rogues shouldn't be moving at all, with the help of CoS and an MB here and there...you'd be able to take your time plonking Meteors on unsuspecting rogues: only the rogue boss would still be active, but a decent-level SM and Merc would be able to keep her busy for a while.

The decision between Meteor and SM depends on whether you'll be playing SP(or mostly in 1 player games on the Realms) or multiplayer(eg. 3 or more players), IMO. In SP games, you'll definitely need the stronger SM more than the Meteor. It sucks running into an LI pack, but at least you'll have no trouble surviving or dealing damage with non-LIs. There's no harm making use of an unsynergized Meteor, if there's no alternative, even if it does take a long time.

If you chose Meteor, just hope you'll be partied with a beefy Barb, Paladin or Summonmancer, because you'll be a glass cannon until you're able to complete Natalya's Odium (for the resists and PDR).

Note that a very cautious playstyle and a strong Merc can make up for a weaker SM. Just something to consider.

skygoneblue
04-06-2004, 09:47
Thanks Nali.

Yeah, I often forget how valuable the cloak can be. Also, I might give Laying of Hands a try. They have some huge demon damage and good attack speed bonus. Plus, they're the best gloves I have at the moment.

Well, I basically restarted my Assassin earlier tonight. I got her up to 21-22 already, and I am happy to report that I have only one point in all the necessary skills so far.

I think what I will do is just pump the skills in order of importance and fill in weakness where I need. Honestly, I don't play SP much. I love being one of the big killers in the throne room. Drop a cloak and go to town!

I think for base points, I am sure that I want to abuse the CoT and PS synergy, so that is what I am going to work on first.

Now...to think up a good trapper build...assassins are so fun! :lol:

Thanks a lot for all your help guys! I really appreciate it! :Big Clapper:

thc-shadow
06-06-2004, 08:03
imo, cm is only useful for the ar. since nats claw has itd, you really dont need multiple points there. same with dc. find/shop any claw with itd on it till nats.

nali is 100% correct, without the res/pdr and most importantly ITD, you'll find yourself running more often then fighting.

another thing, remember that you can stack charge-ups. ie; full charge CoT then let a 2nd charge PS decimate on release.

5zigen
06-06-2004, 11:22
im currently playing a pheonix sin.

just got to a3 hell, lvl 78. She was really safety based, but i have to be pretty carefull around some boss packs (its hc).

I thought about using nats also, but ultimately decided against it. anyhow let me know if youd like any input. She is pretty successfull but kinda slow killing in hell (even with my +10 martial arts)