Strat
17-04-2007, 06:19
Hi, i am a USWEST 1.11b Ww Assassin player. i am Currently lvl 88 (where my build intends to stop). This Build Focuses on Using the RuneWord "Chaos", i am not a big fan of Hybrids, and therefor my build only uses 1 point in Wake of Fire(to interrupt enemy blocking), and no Hard martial art skills.
Advantages:
3k life (with cta)
6-7k Attack rating on Ww
3k damage
50+ PDR
75 all res in hell
Disadvantages:
Due to my playing style (dflite in and short WW), i seem to struggle with Hammerdins. (smite, zealadins are a walk in the park... See bottom of page...).
Due to low Ar, hitting a WWbarb, and a Hammerdin seems out of reach.
For Stats at lvl 88 i have:
Base 70 str > 140 after items
Base 35 dex > 119 after items
Base 400 vit > 480 after items
base 25 energy > 65 after items
For skills at lvl 88 i have:
Shadow disciplines:
20 claw mastery
20 fade
20 shadow master
20 venom
1 psychic hammer (prereq)
1 mind blast (1 point wonder)
1 cloak of shadows (prereq, can be fun)
1 shadow warrior (prereq)
>>> Rest in Weopen block <<< (should be 5 or so)
Martial Arts:
-=Blank=- (must use a chaos or fury with atleast 1 point in Dragon flight)
Traps:
1pt fire blast (prereq) << (however can be foregon with 1 wake of fire 3osclaw)
1 pt wake of fire (1point wonder) << (however can be foregon with correct 3osclaw)
Items
This is where i have little tolerance... however items are relatively cheap...
Claw : Fury/chaos
its a must for -35ias... therefor any claw with base <0 is fine.. Scissors Suwayahh is probably best... (note fury goes on Glove side, as its the fastest claw) (either claw should have Dflite and/or wake of fire) (+venom, modes are always a bonus)
Armor : Runeword Duress (shael+um+thul)
+40% Faster Hit Recovery
+10-20% Enhanced Damage (varies)
Adds 37-133 Cold Damage 2 sec. Duration (Normal)
15% Chance of Crushing Blow
33% Chance of Open Wounds
+150-200% Enhanced Defense (varies)
-20% Slower Stamina Drain
Cold Resist +45%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%
Reaches FHR Breakpoint 86%, adds cold damage, gives %ed, 15% CB, and 33% open wounds, Tops up all resistances.
Helm
Guillames Face with a Shael in it. (adds Cb, FHR, Str)
Boots
Not enough Str for Sdancers... so0 gores will do perfectly
Belt
Verdungoes with 35+ vit
Gloves
Trang ouls (not enough str for rends),, trang ouls gives double poisen damage. once wen u cast and hen again wen u hit... Also in hell poisen length is doubled, so0 1k venom will do 2k on last hit.
Rings
Dual Perfect raven frost (for dex, ar , cannot be frozen, and the absorbs)
Amulet
Highlords (skill, deadly strike, bonus mods)
Offhand Gear
6Bo Cta/// Lidlless shield, Splendor or Sigons.
Charms
This is where this character comes home... aim for Gear first, save charms for last.. (u will definetly need temporary Str/Dex charms during this build).
Basically,
2x 11fire res + 1-2 dex Small charms
2x 11Poison res + 1-2 dex Small charms
1x Perfect stat Anni
1x Perfect stat Torch
9x Shadow Disc Gc's (preferbly with life mod's)
This will leave you with 6 Sc slots... 2 of these could be used to compensate if torch and anni dont give perfect stats...
the other 4 could be either 3/20/20's (3max dmg, 20 attack rating, 20 life) or 5/3/20's (5% faster r/w, 3max damage, 20 life)
Dueling
I dont wanna spend much time here, basically :
Sorc: fire: carry hellmouth gloves,Dual Dwarf Star rings, The rising sun amulet
cold: carry a snowclash (make sure u were Rfrost)
Lightning: Carry Thunder gods and dual Wisp projectors
Paladins: smite: Draw him in, ww back
Zeal: Draw him in , WW back
Charge: Draw him in , WW back
hammerdin: run to his south, and try and chuck very small ww's either to the left, or down.
Barbs: WW: try n Ww him inbetween his Ww's, or just at the end...(very hard)
Warcry: lay traps, WW, maybe mind blast to agrivate.
Concentrate/frenzy/etc: Draw him in, ww Back
Necromancers: Summon: havent vs'd. i guese lay traps mind blast, and let Shadow help
Poisen: fade up, teleport WW, make sure he dies before you.
Bone: cast Burst of speed, lay traps (he has naturally bad FHR, Dflite, and WW
Druids: Bear/wolf : draw in WW back,
Elemental: Cast Traps, mind blast abit Dflite and kick.(where snowclash)
Sins: Trapsins: Wisps, T-gods... teleport WW, they generally die fast
Wwsins: cast more traps than them, Mind blast them more, run in and Ww
Amazon: bowa: try n get up to them Asap, consider wearing enigma, Kick and wW.
Java: Were tonnes of Lightning resist draw them in WW back... take the elemental dmg, not the physical
IMPORTANT NOTE
Assassins Whirlwind is quite bugged... wen they run towards ure whirlwind and attack, they 95% miss, and you 95% hit.. its all about timing, do short WW's to avoid them dashing infront of you
Advantages:
3k life (with cta)
6-7k Attack rating on Ww
3k damage
50+ PDR
75 all res in hell
Disadvantages:
Due to my playing style (dflite in and short WW), i seem to struggle with Hammerdins. (smite, zealadins are a walk in the park... See bottom of page...).
Due to low Ar, hitting a WWbarb, and a Hammerdin seems out of reach.
For Stats at lvl 88 i have:
Base 70 str > 140 after items
Base 35 dex > 119 after items
Base 400 vit > 480 after items
base 25 energy > 65 after items
For skills at lvl 88 i have:
Shadow disciplines:
20 claw mastery
20 fade
20 shadow master
20 venom
1 psychic hammer (prereq)
1 mind blast (1 point wonder)
1 cloak of shadows (prereq, can be fun)
1 shadow warrior (prereq)
>>> Rest in Weopen block <<< (should be 5 or so)
Martial Arts:
-=Blank=- (must use a chaos or fury with atleast 1 point in Dragon flight)
Traps:
1pt fire blast (prereq) << (however can be foregon with 1 wake of fire 3osclaw)
1 pt wake of fire (1point wonder) << (however can be foregon with correct 3osclaw)
Items
This is where i have little tolerance... however items are relatively cheap...
Claw : Fury/chaos
its a must for -35ias... therefor any claw with base <0 is fine.. Scissors Suwayahh is probably best... (note fury goes on Glove side, as its the fastest claw) (either claw should have Dflite and/or wake of fire) (+venom, modes are always a bonus)
Armor : Runeword Duress (shael+um+thul)
+40% Faster Hit Recovery
+10-20% Enhanced Damage (varies)
Adds 37-133 Cold Damage 2 sec. Duration (Normal)
15% Chance of Crushing Blow
33% Chance of Open Wounds
+150-200% Enhanced Defense (varies)
-20% Slower Stamina Drain
Cold Resist +45%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%
Reaches FHR Breakpoint 86%, adds cold damage, gives %ed, 15% CB, and 33% open wounds, Tops up all resistances.
Helm
Guillames Face with a Shael in it. (adds Cb, FHR, Str)
Boots
Not enough Str for Sdancers... so0 gores will do perfectly
Belt
Verdungoes with 35+ vit
Gloves
Trang ouls (not enough str for rends),, trang ouls gives double poisen damage. once wen u cast and hen again wen u hit... Also in hell poisen length is doubled, so0 1k venom will do 2k on last hit.
Rings
Dual Perfect raven frost (for dex, ar , cannot be frozen, and the absorbs)
Amulet
Highlords (skill, deadly strike, bonus mods)
Offhand Gear
6Bo Cta/// Lidlless shield, Splendor or Sigons.
Charms
This is where this character comes home... aim for Gear first, save charms for last.. (u will definetly need temporary Str/Dex charms during this build).
Basically,
2x 11fire res + 1-2 dex Small charms
2x 11Poison res + 1-2 dex Small charms
1x Perfect stat Anni
1x Perfect stat Torch
9x Shadow Disc Gc's (preferbly with life mod's)
This will leave you with 6 Sc slots... 2 of these could be used to compensate if torch and anni dont give perfect stats...
the other 4 could be either 3/20/20's (3max dmg, 20 attack rating, 20 life) or 5/3/20's (5% faster r/w, 3max damage, 20 life)
Dueling
I dont wanna spend much time here, basically :
Sorc: fire: carry hellmouth gloves,Dual Dwarf Star rings, The rising sun amulet
cold: carry a snowclash (make sure u were Rfrost)
Lightning: Carry Thunder gods and dual Wisp projectors
Paladins: smite: Draw him in, ww back
Zeal: Draw him in , WW back
Charge: Draw him in , WW back
hammerdin: run to his south, and try and chuck very small ww's either to the left, or down.
Barbs: WW: try n Ww him inbetween his Ww's, or just at the end...(very hard)
Warcry: lay traps, WW, maybe mind blast to agrivate.
Concentrate/frenzy/etc: Draw him in, ww Back
Necromancers: Summon: havent vs'd. i guese lay traps mind blast, and let Shadow help
Poisen: fade up, teleport WW, make sure he dies before you.
Bone: cast Burst of speed, lay traps (he has naturally bad FHR, Dflite, and WW
Druids: Bear/wolf : draw in WW back,
Elemental: Cast Traps, mind blast abit Dflite and kick.(where snowclash)
Sins: Trapsins: Wisps, T-gods... teleport WW, they generally die fast
Wwsins: cast more traps than them, Mind blast them more, run in and Ww
Amazon: bowa: try n get up to them Asap, consider wearing enigma, Kick and wW.
Java: Were tonnes of Lightning resist draw them in WW back... take the elemental dmg, not the physical
IMPORTANT NOTE
Assassins Whirlwind is quite bugged... wen they run towards ure whirlwind and attack, they 95% miss, and you 95% hit.. its all about timing, do short WW's to avoid them dashing infront of you