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Koders
01-03-2005, 22:55
|- The Ghost - WW asn guide v2.0 -|
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I. -Introduction
II. -Equipment
III. -Stat points
IV. -Skills
V. -Charms
VI. -Strategy
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I.
Hello, my name is koda, and the information I am about to give you will put you on your first step to make a Ghost Whirlwind Assassin.

This guide is meant for public and private duels against some of today's most common characters, and if you follow the guide exactly, you should be outside of town guarding the bodies of your foes in seconds.

This build utilizes some of the untapped potential most other ww assassins overlook, including teleport, faster cast rate, and stacked resists without changing gear.

::Note::
This Assassin is VERY expensive to make and is NOT for beginner assassins.
If you cannot afford it, that is simply to bad, I highly recomend before making a Ghost that you play a trapper and a basic ww sin so you have the feel of how this assassin works.

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II.
You will need this gear or the replacements. You can try your own setups if you wish, but it may not work as well.

Non-Ladder Setup
Claw 1:
Fury Feral Claws- +3 Venom

Claw 2:
Chaos Runic Talons- +3 Venom
(if you cannot get +3 venom on each claw, then it is usually better to just use +3 mb/+3 weapon block claws, or claws with +1 DF/LS to save points.)

Armor:
Enigma- No nats, no bramble, no fortitude. This is the only armor suitable for this build, remember to get a low str version.

Helm:
.08 Valkrye Helm- 30 fcr, 30 runwalk, 30 ias, 30 fhr. The staple of the Ghost, this helm
combined with arachnid allows you to reach the 65 fcr breakpoint, grants enough runwalk to escape Bone spirits when
golem slowed, gives you fhr needed to escape mb lock, and let's you cast traps at the maximum cast speed while in fade mode.

Ammulet:
Storm Hide duped assassin ammulet- 2 assassin skills 20 str 17 dex 50+ life and mana and 23 all resists.

Maras- Use this if Storm Hide is unavailable

Gloves:
Trang's Gloves

Belts:
Arachnid Mesh- 20 fcr.. use this in conjunction to .08 Valk for 70 fcr.

Thunder Gods- +10 max light resists and 20 lightning absorb. Always use against trap assassins, and when needed against Lightning sorceress.
When using tgods it is recomended to use a 2 asn 15+ fcr ammy, or just a 20 fcr ammy)

Rings:
Dual perfect Ravenfrost rings- AR, Dex, cold absorb.

Boots:
Soul Shanks- about 50 to all resists except poison. More stacked resists the better against facets and anya bug.

Hotspurs- Most fire sorcs are easy, but if you encounter one that's skill surpasses yours, use these to gain an edge.

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II.
You will need this gear or the replacements. You can try your own setups if you wish, but it may not work as well.

Ladder Setup
Claw 1:
Fury Runic Talons- +3 Venom

Claw 2:
Chaos Runic Talons- +3 Venom
(if you cannot get +3 venom on each claw, then it is usually better to just use +3 mb/+3 weapon block claws, or claws with +1 DF/LS to save points.

Armor:
Enigma- No nats, no bramble, no fortitude. This is the only armor suitable for this build, remember to get a low str version.

Helm:
2/30/15 Crown Of Ages- socketed with 15 ias/15 resist jewel and a 15 resists/-15 req jewel (VERY EXPENSIVE)

kiras- 15 ias/15 resists jewel. Poor mans ladder helm if you cannot afford the coa.

Ammulet:
Crafted Ammulet- 2 assassin 20 fcr ammulet. Resists and +mods are just icing on the cake

Gloves:
Trang's Gloves

Belts:
Arachnid Mesh- 20 fcr.. use this in conjunction to .08 Valk for 70 fcr.

Thunder Gods- +10 max light resists and 20 lightning absorb. Always use against trap assassins, and when needed against Lightning sorceress.
(only use this vs. trapsins, you will only have 50 fcr with this setup on ladder)

Rings:
1x perfect Ravenfrost- AR, Dex, cold absorb.
1x fcr ring with +str/dex and mana/resists

Boots:
Rare boots- +35 fire and light resists and 30 frw, if you can find it, get boots with +30 fire/cold/light resists and 30 frw.

Hotspurs- Most fire sorcs are easy, but if you encounter one that's skill surpasses yours, use these to gain an edge.

Treks- Use vs. other ww sins or poison necros
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III.
Stats

Strength: You should have BASE strength with the NL guide. For the ladder guide, use enough str for 148 with all equipment if you use coa, or base str if you use kiras. If you have a good fcr ring you can get away with 5-10 into str.

Dexterity: For NL You need 115 dex with all equipment changes here. Assumuming you have a 20 stat anni, you will want 48 dexterity naked. Annihulus boosts it to 68, and ravenfrosts 108. Stormhide boosts it up to 125, and soul shenks to 142. With this much dex, I can switch to 1x angelic ring/ammy, my fcr ammy, or hotspurs.
For L you need 115 dex as well, but since there are not as many equipment changes available, just add up your dex to reach 115 with your 70 fcr setup on. I have 61 dexterity on my ladder Ghost.

Vitality: EVERYTHING else. With 70 fcr on I hit 480 vitality.

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IV.
Skills. Follow these skill points as close to possible

Claw mastery-20
Venom-20
Mind Blast-20
Fade-16+
Claw block-10-12
Wake of fire-1
Lightning sentry-1
Dragon flight-1
Shadow Master-1

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V.
Charms.
Use 10 shadow Discipline Grand Charms with 30+ life.
Anni with 18+ resist.
on East NL use 2+ 15/70's, with the rest of your charms being 20/5's
On all other realms, find a happy medium with 20 life/17 mana sc's and 20/5 res sc's. (or charms with close mods)
You want roughly +50 to max resists for all elements except poison after anya.

Koders
01-03-2005, 22:56
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VI.
Strategy.
I will go in depth on how to duel each common dueler.

Hotkeys I use, feel free to try your own:
f1-Venom
f2-Fade
f3-Shadow Master
f4-WW
f5-Dragon Flight
f6-wake of fire
f7-lightning sentry
f8-mind blast
f9-teleport
f10-Battle Orders
f11-Battle Command

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::note::
ALWAYS recast shadow master when it dies.
You never want to be teleporting without shadow master on top of you. I cannot stress the importance.

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Amazon-

Bow: Cast shadow master and teleport zig zag to the ama, dodging arrows and preventing a guided to lock.
When ama is on your screen, click her name for teleport and pull a short ww... Chances are she will dodge and circle you for a few shots.
If she is on screen, dragon flight/ww her, but if she is running off screen, namelock her with MB, lay one Lightning Sentry and tele/ww her.
Most Bowazons get dropped to 1 life after one hit, so after she takes dmg, follow up with a MB until she dies.

Charged Strike: You may need t-gods for this duel, depending on how strong her lightning is. The crappy ama's you can usually just tank with triangle ww, but against skilled ones you may need to stun them. To do this, teleport a little offscreen, set wake of fire inbetween you and her,and MB her when she is in the center of the traps. She will be stunned so give her a few short ww's... 3 or 4 should prove sufficent.

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Assassin

Trapper: Usually a hard duel for both parties. Most trappers nowadays lack the skill to lock enemies so they resort to setting traps and running back and forth while the traps hit. This can be annoying, so use a tgods to soften the blow. Also, LS will massively stun your clawblock. Run around the traps, setting traps of your own to try and make the trapper move. Look for an opening, teleport + dragon flight in, short ww thru them. If you see the chance, DoD the trapper and you will inflict massive damage and block/fhr lock. A good trapsin will take over 6 whirls, so be careful. When they have 1 life left, set traps of your own to finish them or tele in and out of mapscreen to get your shadow to mb pk them.

WW sin: If they are bramble and you are enigma, your going to be fighting an uphill battle. Fortunatly Ghost Whirlers have maxed MB and the fcr to back it up. MB does ALOT of damage when spammed, infact there has been a great many times when I have killed bramble sins with MB alone. Usually when I find an opening I MB lock the bramble sin, and mb until they are forced to DF me. When you see them start casting DF, ww down for a few good hits. Try and ww them when they end their ww's, and be sure to use traplock and MB to mess with their ww.

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Barbarians

WW Barb: You cannot beat a good ww barb. These guys can definatly outwhirl you, out tank you, and kill you. Just hope the barb your dueling is not very good. In pubbies I just avoid these guys thru quick teleporting and attacking other opponents. in GM you can try to just MB them to death with traps preventing them from teleporting, but it takes forever and is really boring.

Conc barbs: Use angelics and treat these guys like you would other melee. Triangle ww them or ww away.

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Druids

Melee: Same as Conc Barbs but angelic isn't needed

Wind: Usually very easy duel. Just always have traps set and be ready to MB, and if you get teleported on, just dod the druid. When spirit dies and OW sets in, druids will lose 1/3 + life from OW alone.

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Necromancers

Bone: I used to find these guys VERY hard, but recently I have been doing alot better. Cast shadow master and use BoS then teleport like mad. Dodge the spirits, never stop moving and always recast shadow if she dies. DO NOT try and tank them if they are casting mass bone spirits, they will lock you and you will get hit alot. Only tank if they are spearing or do not have BS traps already setup. Quick teleports and short drive-by ww's are how you win.

Psn: I recomend going defensive due to their poor range. surround yourself with 3 LS and 2 WoF traps, and the moment he comes in to psn nova you, MB him. You will be taking a psn nova, but you will also traplock him. ww 2-3 times and you should win. If this does not work, pursue with drive by ww techniques.

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Paladins

Zealots: triangle ww, treat them as conc barbs or druids. Only the godliest will defeat you. Before duel use enchant and equip 1x angelic ring and ammy.

Smite: Easier than zeal, you can tank these, once again use enchant.

FoH: Very hard duel if they know what they are doing. You will need a kiras helm and maybe wisp. Fortunatly you can block FOH, so you have a decent chance if the paladin is inexpierenced. Just be sure to d flight and ww as often as you can. You cannot traplock charge.

Hammer: This is where max mb comes in handy. First off, use enchant and angelics second off, just MB them, it will do decent damage since most hammerdins have 18 or less DR. If they try and tele-hammer you, just ww away from the hammers and MB more. Can be a long duel but this works.

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Sorceress
Blizzard: Chase them with teleport and dragon flight, If you have trouble hitting them, namelock a MB and follow up with one Lightning sentry, another mb, then WoF traps. Namelock teleport then ww them back and forth.

Orb: Annoying duel depending how the orber is built. Most orbers are very easy, just teleport into an opening and DF them, but against skilled orbers you are going to have a hard time even hitting them. Traps are basically useless against good orbers, this duel is a patience game.

Fireball: Just teleport onscreen and dragon flight them when they fireball you, if you need trouble catching them, try to setup a traplock, but against fb tele/df works easier and faster.

Light: Wear T-gods if needed, and just tank them, fairly easy duel but treat like FB sorc.

'22'Souljah
01-03-2005, 23:39
good job i hope it gets stickied this time

72_5
02-03-2005, 03:16
Great guide Koda, currently building my own ghost, hoping it will be successful. What exactly should i put into my valk? I thought i remember hearing a 15ias/15res jewel for trap laying speed.. is that needed or should i go with an um or 5/-5 psn facet?

Koders
02-03-2005, 03:53
15/15 is gravy, icing on the cake.
um is fine if you can't afford 15 res jewel with 2nd mods

72_5
02-03-2005, 04:39
Gotcha.. Very excited to see how she works out

saito
02-03-2005, 07:54
about anarhid mesh.. it has slow target, I think using such items is cheap way of winning or isn't it?

Naliworld
02-03-2005, 08:53
Meh.

Naliworld