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View Full Version : Working on a Speedsin/Rune Runner


Pherdnut
07-02-2005, 20:11
I've been working on a kicksin whose sole purpose is to run Countess super fast. I don't have MH and tend to run into a lot of trouble when teleporting through Hell areas even with Occulus to help pop my sorc out of trouble spots when she ports right into the middle of a horde. I'm probably going to rebuild since I've spready my points in the shadow skills a bit thin (my first assassin). The whole point is to run by every enemy and then kick everything to death at the bottom level. The one I have at this point could afford to be a bit more survivable and I think I cranked up the Enhanced run/walk % gear to the point where diminishing returns has made some of my gear pointless.

I was also having resist problems to the point of having to make Smoke armor and that's in Nightmare, not Hell. I've got a lot of unused resist charms I think I can bring over from other characters to help with this though, although most aren't very strong. She works great on Nightmare countess runs, but while attempting to make the solo run to Baal's Throne in Baal Runs she tends to get spanked or use excessive amounts of healing pots even though she's whipping by everything at insane speeds.

Current gear:

Valkyrie Wing
Smoke Armor
Harmony (I think) Bow (for switchout - gives Vigor aura)
Gore Riders
Mav's Belt
Bartuc's
Rare Gloves - 20% IAS, +2 Martial Arts (I think some leech), nice find
Magic Claw with +3 Shadow Skills
Rings and Amus - Just random stuff for now. The amu gives +3 Martial Arts I think and the rings are for leeching. I was thinking of grabbing a Cat's Eye for more speed, but I think BoS plus the items I have so far is fairly sufficient.

I think I may give up on the Vigor bow. It doesn't seem to make that huge of a difference even though it's speed bonus should be separate from the diminshing returns you run into with items. Could just be lag or desync when running that fast. It also keeps her from blocking while running which I've learned is something I don't want to do without. I may keep it for the occasional competitive footrace but I think I'd prefer to leave the switchout slot for really heavy damage two handed weapon for a combined Blade Fury/Venom attack for dealing with those physical immunes.

On my first build, I was under the impression cloak of shadows worked like an aura rather than the localized blinding attack that it is and this is primarily where I feel I made a mistake investing too many points. Also, its recharge timer makes it impractical for my purposes. Not bad for getting out of a jam, but I'd prefer a runner that doesn't get into one in the first place. Mind Blast should be more ideal for this. I also realized that I was definitely going to want to switch to fade when things got really tough from time to time and started putting points here.

So here's some definite points I want to put into this build:

Martial Arts

20 Dragon Talon
1 Cobra Strike (great in an HP/mana emergency)
1 Prereq

Shadow Skills

BoS 10 (once +skills get this to 20, it seems to be as effective as it's going to get)

Weapon Block 5 (+skills take it to the point of heavy diminishing returns)

Venom 20 - This combined with blade fury is how I plan on getting past physical immunes in Hell and the extra damage on talon doesn't hurt

Mindblast 10 - I haven't used this yet. Does it work like a radius attack? If so it would seem to be a better option than cloak of shadows. (why go invisible when you can simply stun everything near you for 6 seconds whenever you need to?) This is what I would use for getting past large crowds full of speedy nasties like fetishes and their ilk.

Fade 10-20 - Nice skill for helping out those resists and I'd like to combine with shaftstop for the full 50% DR. Do noninvested (+skill) points give you DR though? I thought I read somewhere that it doesn't but Arreat says this hidden bonus caps it 50 which would be impossible with only 20 points in it. If I only need 10, I'm putting the remainder into shadow master.

Shadow Master? 0-10 - She doesn't do much good when I'm blazing through a level, but it's awfully nice to have her around when the action starts. It's between her and full fade depending on what you guys have to say. The shadow master I have now at lvl 17 (w/+skills) is easily a a hardier character than mine is. After hitting 17 she sometimes shows up with all silver looking gear. What's that all about?

prereqs 3-4

Traps

1 Blade Fury (to be used with heavy damaging 2-handed switchout with good crushing blow like an upgraded bonesnap)
3 Prereqs

I was trying to play it conservative. That's only 95 points so far if I use Shadow Master and fade both at 10. Should I put the rest of my points into Mind Blast or put the rest into fade if the physical damage resistance only works with invested points?

I'm also wanting to know if you all think the Venom/Blade Fury with a heavy hitting/crushing blow weapon will be effective against physical immunes and whether upgraded gores with other gear I've mentioned will be effective enough for at least Black Marsh and Countess in Hell? (I assume the crushing blow won't work against the immunes, but I'm thinking it would be nice to have against certain bosses and other enemies I'd prefer to take at range)

What is and isn't immune to mind blast? I'm assuming super uniques and bosses are all immune. How about magic immunes?

Also, I'm not sure on Stats here. I tried to crank up my strength and Dex scores for kick damage and claw requirements and vitality is only at about 150 at level 69 (no points in Mana). I suspect that if I go with Shaft Stop the driveby damage I take won't be as bad, but I'm wishing I had more health.

What do you think overall? Spread too thin or good enough for the strict purposes of zipping down to Hell countess at insane speeds, kicking the crap out of her and any minions that get in the way, and restarting?

Thanks for any feedback. I know it's a pretty excessive list of questions.

Xiamet
07-02-2005, 22:22
Your best bet for a Countess runner is a Sorc, Hammerdin or Novamancer with enigma...they do it faster and with AoE skills that make getting out of hotspots much easier and quicker.

Running to the Countess, especially without MH, is an exercise in frustration, as it takes forever, and you are constantly dealing with hordes of monsters whofollow you wherever you run. Besides, the faster you do a run, the more you can do in a given timeframe, which increases your chances of finding a good rune.

The only instance I can see an Assassin running the Countess is maybe a Kicker/Trapper with some way of TPing down. Countess isn't LI, and your Merc and SM will take care of anything that is.

Me, I run her easily with a Meteorb using full Tal's and a HF Merc. Never once died...or came close.

-X

Pherdnut
08-02-2005, 00:52
Yeah, but I always seem to run into trouble with Teleporting and in spite of the issues I'm having, I'm really enjoying this build.

I have a meteorber but she still occasionally gets bogged down when a large group of critters shows up. I did a run with my Speedsin last night and seemed to get there a LOT faster than I generally do with the orber and it's more fun to cruise around wide open areas.

I'm on a Mac so I couldn't use any hacks that tell me where everything is even I wanted to. It seems easier to know where to go when the layout of a map is showing up as I go, not after I've suddenly 'ported into a section or in the middle of a crowd of nickel & diming monsters with fast attack rates.

Seriously, try it out. Maybe I just don't have enough FCR on my Sorceress, but it really seems easier to truck around for me. I see a huge swath of monsters and more often than not I can just whizz around them rather than suddenly having to stop and bother myself with taking them out. Maybe it just gives the illusion of being faster, but it really seems like it is. Now I just need to work on survivability.

Aerath
08-02-2005, 00:59
Tower runs are easy.

Just keep taking the left turn and you'll get there fairly quickly.

It's Andy runs that are a pain (Catacombs 2 - np, 3... ye gods)

Xiamet
08-02-2005, 19:48
Not saying running the Tower isn't do-able...I just find TPing to be so much easier, and faster...especially with 5 levels of map to run. But...your mileage may vary.

If I were to run it with a Sin, I'd have to have a SM and a Merc up, as they'll be your biggest distractions...I'd also reccomend MB over CoS for dealing with monsters...I find a quick MB or two stuns or converts enough monsters to let you slip by unnoticed. For problem areas, a maxed DS should take care of anything in the Tower, providing it isn't LI.

As I said earlier, Countess isn't LI, so a LS should take her and her pack down fairly easily, and a DS or two should help speed up that process even faster.

I would reccomend a high WB, but I think it's nerfed when you're running. maybe a Shield on the switch for running there?

-X

Tim B
09-06-2006, 22:49
i know this is off assa teritory, but if your sorc is have trouble teleing through mobs, you probably need more fhr on her. it makes a huge difference in those situations.

ilkori
10-06-2006, 23:50
Tried Frenzy? The tower is huge, and it is really frustrating without some way to run REALLY fast. Vigor also has a bigger FRW bonus.

nunnjia
11-06-2006, 00:34
i think a warcry would be good as well, w/ enigma of course. Whenever you run into some monsters just howl them away. Works well with nith as well