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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

Strat
17-04-2007, 06:20
Reply All Criticiscms, Difficulties, or grey areas

yelopen
17-04-2007, 07:33
I think this build...has lots of problems.

There is no reason to max Shadow Master, Mind Blast would be much more useful for higher damage and more casting of it by SM. Fade is only needed until you have 50 DR.

Duress is a no-no. Sure there is resistance, fhr. But the CB is useless in PvP. Enigma gives 5% life, a CRAP load of strength so you can use Shadow Dancers, 2 skills, and most importantly, TELEPORT. Without teleport, you will be stuck to walking (claw block = 0%) or dflighting, which is very buggy and does not work well against most characters other than runaway ES sorcs. Enigma really isn't that much more expensive.

Helm, Guillames is a huge waste. FHR and strength are ok, again CB is useless in PvP. You do more damage with your Venom, taking a fraction of their life is horribly inefficient. A circlet with 2sin/20fcr will do much better. If that isn't affordable, I would recommend Shako over Guillames anyday.

Gloves, you chose correctly. Rends would be horrible.

Highlords, again a waste. Sure you get 1 skill. DS is practically useless since it only doubles physical damage, when most of your damage comes from Venom.

Boots, Shadow Dancers are a MUST. 2shadow, dexterity, 30 FHR.

One main problem I see.

No FCR. Without FCR, mind blast won't be locking people too well. Mind Blast is THE key to beating hammerdins that you are having trouble with. Put down LS, cloak him, hold down MB with LS to stunlock while still doing damage. If he gets in your range or tries to tele-stomp, whirl away and tele away and repeat.



I would definitely recommend you read HappyAssassin's WW/Trapper guide or Speederlander's WW/Kick/Stun guide depending on which you prefer. This character has some misplaced stats, misplaced skills, and many mediocre gear choices.

Strat
17-04-2007, 08:29
[QUOTE=yelopen;5419184]I think this build...has lots of problems.

Thanks for the Reply

I actualy do have a WW/Trapper aswell, almsot identical to HappyAssassins...

but poor people cannot afford to straight PvP... they do need to MvP aswell...

When i max fade with my item build it comes up to lvl 36... because im using dungoes... that comes out to 51%... so yes it cud be lvl 19.

also as i said, this build does not use LS at all. thats why its not a hybrid, and thats 1 of the main reasons why i dont max Mb + (level 13 mB is plenty for me)

claw block does not get reduced to 0% wen u run... idno were you heard that from.. but claw block is the same for standing/running/walking/Ww'ing

i cant imagine getting +70 str jsut to wear Sdancers....

Enigma is definetely an arguable item... i personally use both... as i said in my build. (vs'ing bowazons, enigma is a must).. buh my characters is an "anti mage" and i think duress's cold damage+ Enhanced damage, helps quite alot...

also i do not need FCR as a fury claw gives as much trap laying speed as i could possible need in pvp

-= This is a very different build.. thats why i created it=-


Something that i left out... is that the 3os claw should have [Dflight And Death trap] and possible Wake of Fire and +Venom skills

mephiztophelez
17-04-2007, 08:38
claw block does not get reduced to 0% wen u run... idno were you heard that from.. but claw block is the same for standing/running/walking/Ww'ing
this is complete and utter trash. weapon block is effective when you stand still, attack (including ww & laying traps) or are in a casting animation.
weapon block DOES NOT WORK when you walk or run. i have no idea why you would think it does if you had spent any tome at all playing a non-tele pvp ww-sin.
also i do not need FCR as a fury claw gives as much trap laying speed as i could possible need in pvp
fcr is for mind-blast. ias is for laying trap speed.
-= This is a very different build.. thats why i created it=-
and your welcome to it.

if i ever build a low-budget ww-sin again, i'll be sure and use nats set.

CaptnSparrow
17-04-2007, 23:14
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

That seems like a very high base strength.

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)

As was said, that Shadow master is useless to max. The main use of a Shadow in PvP is to tank elements if you get a lucky immune roll, minion stack, or (and this is the main use) to Mind Blast in your stead. Maxing it won't help much in any of these areas, making it wasteful. Mind Blast is fantastic, requiring less casts due to extended stun time, and higher damage allowing one to pick off low lifers or seriously beat on low-DR duelers.


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)

Catching the trap laying breakpoints on a Scissor Suwayyah will be difficult, if not impossible.


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.

Make up those resistances elsewhere. Despite being quite the PvM armor, it's pretty common knowledge that WWsins are weak monster killers. Only 3 armors that I know are of a use for WWsins, and those are Fortitude (Phys. Damage WW), Bramble (Non-Tele pure WW, gear switch hybrid), and Enigma (Ghost variants and hybrids).

Helm

Guillames Face with a Shael in it. (adds Cb, FHR, Str)

Gamble up a circlet. This just takes patience.

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

I don't like being mean, but this is just bad. :|

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.

Purely "WW back" on a Smiter will get you killed. Also, not sure how you can run the South of a character you can't see.

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

Most necromancers have 86 fhr.

Druids: Bear/wolf : draw in WW back,
Elemental: Cast Traps, mind blast abit Dflite and kick.(where snowclash)

Despite Druids being easy duels, you shouldn't sacrifice DR and Life by removing Dungo for Snowclash. Not worth it.

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

Once again, the trapsin strategy is just awful. :|

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

And if they don't run?

Bjorgin
18-04-2007, 03:27
Budget WWsin is an oxymoron in itself

I don't like your pvp strategies. You basically just say sorb the hell out of them and pray that you win. This guide needs improvment

yelopen
18-04-2007, 05:08
Sorry, but a good WWsin can't be "affordable" if one cannot afford decent claws, circlet, charms, Enigma, etc.

And yes claw block is reduced to 0 when running or walking.
Quoted from Arreat Summit:

You will only block while standing still or attacking. Weapon Block does not work while walking or running.