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View Full Version : Guide: The Harmassin - V 1.0


Jerrett
05-12-2007, 01:57
Introduction:

What is a Harmassin, you ask? Well, a Harmassin is an Assassin that uses Harmony, a ladder only runeword (available on the realms or in single player through the RWM) as her main weapon. Aside from this, she functions similarly to a regular Trapper. This particular character does not need amazing gear to function well, but I make recommendations covering a great range of gear selection in addition to skill point distribution that cover a variety of playing styles.

Pros of the Harmassin:
- She uses Harmony as a weapon. This provides you with an amazing amount of bonuses included a Vigor aura, an extra summon in the form of the Valkyrie skill, extra mana, and the ability to raise Revives.
- You can run this build with nearly base stats, allowing you to have a gigantic life pool.
- You will have 3 minions (Mercenary, Shadow Master, Valkyrie), two of which are summonable, and are, arguably, the best summons in the game.
- Your minions engage enemies much more quickly, thanks to the Vigor aura.
- You will also use traps and kill from a distance. Resistances will not be a significant problem.
- She has access to multiple damage formats if you desire (in the form of Fire Blast and lightning traps).
- She moves incredibly quickly, thanks to the Vigor aura. In fact, you'll more or less be benefiting from both Burst of Speed and Fade with this build.
- She does not require expensive gear or runewords to be successful.

Cons of the Harmassin:
- She does not kill as quickly as a pure lightning Trapper. This is due to the fact that you're missing out on up to +6 to all Trap Skills in addition to staffmods on the two claws you will not be using.
- No form of blocking whatsoever.
- Low defense.

I hope that you will try this fun variant on a standard Trapper.

Table of Contents:
1. Skills that will be Used.
2. Equipment that will be Used.
3. Stat Point Allocation.
4. Your Mercenary and how to Equip Him/Her.
5. Gameplay Style

1. Skills that will be Used.

Martial Arts Tree: 0 points.

You will not be needing any of the skills from the Martial Arts Tree.

Shadow Disciplines Tree: 8+ Points**

Claw Mastery: 1 point
Weapon Block: 1 point
Shadow Warrior: 1 point
Shadow Master: See below
Burst of Speed: 1 point
Fade: 1 point
Venom: 0 points
Psychic Hammer: 1 point
Cloak of Shadows: 1 point
Mind Blast: 1 point

**Aside from Psychic Hammer, Cloak of Shadows, and Mind Blast, many of the above skills are possibly optional, depending on your gear. See Weapon Switch Slot(s)below for details.

Discussion of Shadow Disciplines Skills:

Psychic Hammer - This skill is used to push back unstunabble enemies, or to push back enemies and conserve mana while your minions and traps deal damage.

Cloak of Shadows - This skill's primary use is to halt the A.I. of enemies from attacking you or approaching you. It is also useful for lowering the defense of enemies so that your minions can hit more frequently.

Mind Blast - This skill functions to knock back and stun groups of enemies. Keep in mind that it does convert them occasionally, so if you do not want to convert a convertible monster, use Psychic Hammer instead.

Burst of Speed - This skill is useful for the Harmassin's early career as well as for an additional boost to running speed for moving through areas. With your Vigor aura active, you will move very fast when this is activated.

Fade - This an absolutely fantastic skill. It makes us stay alive longer. With its bonuses to resistances, physical resistances, and curse duration reduction, it is an amazing skill to have.

Shadow Master - Place enough points in this skill so that your minion is summoned at at least level 17. This provides her with the best gear available to help her survive. The addition of the rare amulet at level 17 to her gear also helps her in her chances for becoming immune to certain elements. She will be your elemental damage shield. Getting to level 17 can depend greatly on your gear selection.

Shadow Master Gear by Level:
Lvl 17 Rare Amulet
Lvl 13 Rare Ring left
Lvl 11 Rare Suwayyah, War Fist or Scissors Suwayyah in right hand
Lvl 11 Rare Battle Cestus, Runic Talons or Scissor Suwayyah in left hand
Lvl 11 Rare Vambraces or Ogre Gauntlets
Lvl 11 Rare Ring right
Lvl 11 Rare Armor; same type as Assasin
Lvl 11 Rare Helm; same type as Assasin
Lvl 9 Magic Ring right
Lvl 6 Magic Suwayyah, War Fist or Scissors Suwayyah in right hand
Lvl 6 Magic Battle Cestus, Runic Talons or Scissors Suwayyah in left hand
Lvl 6 Magic Bramble Mitts or Vambraces
Lvl 6 Magic Armor; same type as Assasin
Lvl 6 Magic Helm; same type as Assasin
Lvl 5 Superior Bramble Mitts, Vambraces or Ogre Gauntlets
Lvl 1 Superior Suwayyah, War Fist or Scissors Suwayyah in right hand
Lvl 1 Superior Battle Cestus, Runic Talons or Scissors Suwayyah in left hand
Lvl 1 Superior Armor; same type as Assasin
Lvl 1 Superior Helm; same type as Assasin

Traps Tree: All Remaining Points

Fire Blast: See Below
Shock Web: See Below
Charged Bolt Sentry: 20 Points
Lightning Sentry: 20 Points
Death Sentry: 20 Points
Wake of Fire: 0 or 1 Point
Blade Fury: 0 or 1 Point

Discussion of Traps Skills:

Lightning Sentry will be your primary lightning damage dealing skill. You will want to synergize this with at least Death Sentry and Charged Bolt Sentry. You will then have the option of further synergizing it by adding points to Shock Web or gaining a secondary damage type through Fire Blast. The choice is up to you, but I feel that the investment in Fire Blast is well worth it due to the fact that its damage is good, it can be used while your laid traps are firing, it makes your Death Sentry last longer (fire more bolts) and it does damage of a different type.

Charged Bolt Sentry will not see much use unless you decide to invest heavily in Shock Web and Fire Blast, requiring you to either be at a very high character level, or using the alternative Shadow Disciplines skill placement covered in Weapon Switch Slot(s). Otherwise, it is there primarily to synergize Lightning Sentry. It can be a great boss killer or large monster killer, however, if fully synergized.

Death Sentry makes this build really shine. With the ability to use Revives and a form of Corpse Explosion, this Assassin is a little Necro at heart. The radius on Death Sentry is fantastic, typically 0.6 yards better than a Corpse Explosion of the same level. It does less damage (40-80% of corpse life instead of 60-100%), but it also synergizes many of your other Traps.

Blade Fury and its pre-requisite, Wake of Fire. Some people might want to invest in this option as a way to trigger %ctc items (like Peace Runeword or Dracul's Grasp).

2. Equipment that will be Used

The basis of this build is the use of a Harmony runeword missile weapon.

Harmony
4 Socket Missile Weapons
Tir + Ith + Sol + Ko
Level 10 Vigor Aura When Equipped
+200-275% Enhanced Damage (varies)
+9 To Minimum Damage
+9 To Maximum Damage
Adds 55-160 Lightning Damage
Adds 55-160 Fire Damage
Adds 55-160 Cold Damage
+2-6 To Valkyrie (varies)
+10 To Dexterity
Regenerate Mana 20%
+2 To Mana After Each Kill
+2 To Light Radius
Level 20 Revive (25 Charges)

Based on the requirements for different missile weapons that are relatively quick and have the ability to have the number of sockets needed for the creation of Harmony, I recommend three different missile weapons, shown below.

Trap Laying Speeds for Different Missile Weapons

-10 Base Weapon (Hunter's Box - Req. Dexterity: 28)
IAS Frames per Trap
0 % 14
6 % 13
16 % 12
30 % 11
52 % 10
89 % 9

-40 Base Weapon (Repeating Crossbow - Req. Strength: 40, Req. Dexterity: 50)
IAS Frames per Trap
0 % 11
7 % 10
26 % 9

-60 Base Weapon (Chu-Ko-Nu - Req. Strength: 80, Req. Dexterity: 95)
IAS Frames per Trap
0 % 10
2 % 9

As you can see, the requirements for a Hunter's Bow are incredibly low. You can easily get by without having to place hard points into stats to use this bow (provided you can procure a +8 bonus to Dexterity somewhere, and even then the bonus granting item could then be removed as the bow is self-sustaining--beware of corpse pickup issues) and have a larger life pool. The faster weapons, the crossbows, are quicker for placing traps, but the requirements are higher. If you are planning on using staffmods to account for your skills in Fade and Shadow Master, you will need a decently high Strength and Dexterity due to the fact that staff mods cannot appear on claws lower than Hand Scythe (which requires 73 Strength and 73 Dexterity to equip). Also, depending on your choice of gear, you may have to place more points into Strength. An Assassin comes with a base Strength of 20 and a base Dexterity of 20.

Now for the rest of the equipment. Your weapon slot(s) will be occupied by Harmony, so now you just have to choose the rest of your gear.

Things we will be looking for:
-Bonuses to all skills, not just Assassin skills or Traps. This is because we want to be able to cast our Valkyrie at as high a level as possible. This will give her more life and better equipment, helping her to survive as a shield for you. Bonuses to skills will also help our trap damage.

Valkyrie Gear
Lvl Item Upgraded / Added
1 Rare Full Plate Mail, Rare Spear
2 Magic Heavy Gloves
4 Magic Heavy Boots
5 Magic Heavy Belt
7 Rare Chaos Armor
8 Rare Lance
10 Magic War Gauntlets
11 Magic War Boots
12 Magic War Belt
13 Magic Amulet
14 Magic Circlet
16 Rare Sacred Armor
17 Rare War Pike
19 Rare Crusader Gauntlets
21 Rare Mirrored Boots
23 Rare Colussus Girdle
25 Rare Amulet
27 Rare Tiara

- Faster hit recovery. Being able to recover quickly from hits is important since we will not have any form of blocking and our defense will be low. We will have a large life pool, so the hit recovery animation will not occur that often, but when it does, we will want to get out of it as quickly as possible.

Assassin Hit Recovery Speeds
%FHR Frames for recovery
9 0
8 7
7 15
6 27
5 48
4 86
3 200

- Resistances to everything, including physical damage. Getting hit can kill you, we want to minimize the power of those hits.

- Other useful modifiers like Cannot Be Frozen and Faster Cast Rate which helps when using Shadow Disciplines skills (Mind Blast, etc.).

Note: For each item slot below, I give one recommendation for one peice of gear. This recommendation is based on utility provided but also on the overall necessary Strength requirements. The difference between 50 points invested in Strength instead of Vitality is 150 Life for the Harmassin. Also note that the gear that is what helps the Harmassin excel, not just succeed. This build is very viable without the best of the best as you have all the makings of a Summoning Necromancer (minions, enemy, AI control, and Corpse Explosion).

Helmet Slot:

Candidates:
- Tarnhelm (Str. Req. = 15) : Grants +1 to skills as well as magic find %.
- Peasant Crown (Str. Req. = 20) : Grants +1 to all skills in addition to a nice bonus to Vitality and Energy. Also has Faster Run/Walk (15%) and Replenish Life.
- Harlequin Crest (Str. Req. = 50) : Grants +2 to all skills as well as a large bonus to life and mana, 10% physical damage reduction, a small bonus to all attributes, and magic find %. This item is my recommendation.
- Nightwing's Veil (Str. Req. = 96) : Grants +2 to all skills, a bonus to Dexterity and some cold absorb.
- Andariel's Visage (Str. Req. = 102) : Grants +2 to all skills, a large bonus to poison resistance (in exchange for a penatly to fire resistance), and a large bonus to Strength. This has a high Strength requirement, but can allow you to wear even heavier items. It also has IAS% to help with Trap placing speed.
-Delirium Runeword : Grants +2 to all skills, a bonus to vitality, some magic find %, and most importantly, crowd control if you get struck. At the price of an Ist rune, I do not recommend this item. You have Cloak of Shadows and Mind Blast to take care of crowds already.
- Lore Runeword : Grants +1 to all skills, damage reduction, mana per kill, lightning resistance, and some energy.
- Sazabi's Mental Sheath (Req. Str. = 82) : Grants +1 to all skills and 15-20% resist fire and lightning.

Armor Slot:

Candidates:
- Silks of the Victor (Str. Req. = 100) : Grants +1 to all skills.
- The Spirit Shroud (Str. Req. = 38) : Grants +1 to all skills, cannot be frozen, replenish life, and magic damage reduction. This is an excellent source of cannot be frozen (or if you want to wear a second + skill granting ring).
- Skin of the Vipermagi (Str. Req. = 43) : With faster cast rate, +1 to all skills, magic damage reduction, and good resistances to all elements, this is a good armor.
- Skullder's Ire - (Str. Req. = 97) : Grants +1 to all skills, magic damage reduction, and lots of magic find %. Very good for magic finding.
- Que-Hegan's Wisdom - (Str. Req. = 55) : Grants +1 to all skills, faster hit recovery, faster cast rate, a bonus to energy, mana per kill, and magic damage reduction.
- Guardian Angel - (Str. Req. = 118) : It's Strength requirement is high, but if you like having great resistances, this is a good armor. It's other mods, aside from the +1 to all skills, are wasted on the Harmassin.
- Arkaine's Valor - (Str. Req. = 165) : With a very high Strength requirement, this may not be an option, but it can grant +2 to all skills and it comes with faster hit recovery, damage reduction, and a nice bonus to vitality.
- Chains of Honor and Engima Runewords- Great options, but the runes are very hard to find legitimately. One can dream, though.
- Peace Runeword : This is more of a pre-buff armor than anything else. You can wear it while using Harmony and it will create a level 15 Valkyrie for you. You can then unequip the Peace and stash it away, keeping the Valkyrie since you do actually have the Valkyrie skill.

Treachery Runeword :
3 Socket Body Armor
Shael + Thul + Lem
5% Chance To Cast Level 15 Fade When Struck
25% Chance To Cast level 15 Venom On Striking
+2 To Assassin Skills
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold From Monsters
This armor has it all! It gives you a bonus to your Assassin skills (unfortunately not to all skills), a large bonus to IAS for Trap placing, faster hit recovery, some resistances, and a chance to cast Fade when struck. Fade can be pre-buffed and then either re-cast or allow Treachery to take over with its own castings. This armor, along with the Vigor aura, gives you the bonuses of Burst of Speed while also providing Fade. Truly awesome, and for the price, well worth it.

Belt Slot

Contenders:

- Bladebuckle (Req. Str. = 60) : Notable for its bonuses to Strength, Dexterity, and 30% FHR.
- Gloom's Trap (Req. Str. = 58) : If you're having Mana problems, this belt can help you considerably. It also provides a good bonus to Vitality.
- Thundergod's Vigor (Req. Str. = 110) : This belt has a high Stength requirement, but it also provides a hardy Strength and Vitality bonus, not to mention the lightning absorb helps you against Burning Souls.
- Arachnid Mesh (Req. Str. = 50) : This grants +1 to skills, faster cast rate, and a small bonus to maximum mana. This is my recommendation.
- Verdungo's Hearty Cord (Req. Str. = 110) : This belt gives Arachnid Mesh a run for its money by providing % damage reduction, 10% FHR, and a very gracious Vitality bonus.
- Credendum (Req. Str. = 106) : A well rounded belt that grants +10 to Dexterity and Strength as well at 15% resist all.
- Immortal King's Detail (Req. Str. = 110) : This belt is nice for its 31% lightning resistance and 28% fire resistance. It also provides +25 Strength.
- Tal Rasha's Fine Spun Cloth (Req. Str. = 47) : This belt provides 30 Mana, 20 Dexterity, 10-15% magic find, and 37% damage taken to mana.
- Trang-Oul's Girth (Req. Str = 91) : This belt provides 25-50 Mana, 66 Life, and the all important cannot be frozen modifier.
- Rare belts also deserve a mention here. You can find a ton of useful mods on belts that help fill the gaps in your character.

Gloves Slot

Contenders:

- Dracul's Grasp (Req. Str. = 50) : This set of gloves is an unexpected contender. However, it is highly useful. It gives Life per kill, a bonus to Strength, and the chance to cast Life Tap on striking helps your minions out a lot during boss fights.
- Bloodfist : With +40 Life, 10% IAS, and 30% FHR, this set of gloves provides many of the things the Harmassin needs. This is my recommendation.
- Frostburn (Req. Str. = 60) : These gauntlets are useful because they greatly increase your mana pool if you're having mana issues. Other than that, they provide nothing.
- Rare gloves, like rare belts, can also be very useful here in filling gaps in your character.
- Chance Guards (Req. Str. = 25) : These gloves are useful for magic finding. Feel free to throw them on if you don't need your glove slot for much else.

Boots Slot

Contenders

- Tearhaunch (Str. Req. = 70) : These boots give 10% to all resistances and +5 to Strength and Dexterity along with 20% FRW.
- Waterwalk (Str. Req. = 50) : These boots give 45-65 to Life and 10 to Dexterity along with 20% FRW.
- Silkweave (Str. Req. = 65) : These boots can help with Mana problems as they give 10% to maximum Mana and +5 Mana per kill along with 30% FRW.
- War Traveler (Str. Req. = 95) : These boots are not just good for magic finding by bringing 30-50% magic find, they also come with 25% FRW, and +10 to Strength and Vitality.
- Sandstorm Trek (Str. Req. = 91) : With 20% FRW,20% FHR, +10-15 to Strength and Dexterity, and great poison resistances, these boots are nice.
- Shadow Dancer (Str. Req. = 167) : With a gigantic Strength requirement, few would use these boots, but they do provide +1-2 to Shadow Disciplines, 30% FRW, +15-25 Dexterity, and 30% FHR.
- Aldur's Advance (Str. Req. = 91) : These boots provide many useful mods. With +50 to Life, 40% FRW, 30-50% fire resistance, and 10% damage to mana, these boots are great.
- Natalya's Soul (Str. Req. = 65) : These boots provide 40% FRW and 15-25% resistance to both cold and lightning.
- Sander's Riprap (Str. Req. = 18) : These boots are often overlooked. With 40% FRW, +10 to Dexterity, and +5 to Strength, these boots are very useful for the Harmassin. This is my recommendation.
- Rare boots can also spawn with nice mods thas help you out more than named boots.

Amulet Slot

Contenders:

- The Eye of Etlitch : Useful to the Harmassin only for its +1 to all skills.
- Highlord's Wrath : Typically a melee amulet, this is useful for its +1 to all skills, 20% IAS that boosts Trap placing speed, and its 35% lightning resistance bonus.
- Mara's Kaleidoscope : With +2 to all skills, +5 to all attributes, and 20-30% resist all, Mara is queen. This is my recommendation.
- Seraph's Hymn : With +2 to all skills and a bonus to attack rating versus demons and undead, this gives you all the skill bonus of Mara's and will also help you hit should you decide to use your bow (or Blade Fury should you decide to invest) for anything (e.g. triggering life tap with Dracul's).
- Telling of Beads : This grants +1 to all skills, 18% resist cold, and 35-50% resist poison.

Ring Slots

Contenders:

- Ravenfrost : You knew it was coming. This ring provides cannot be frozen, +40 mana, +15-20 Dexterity, +150-200 to attack rating should you want to attack, and 20% cold absorb. You could take two and feel far less pain from cold damage, notably the skeletal mages at the Throne and Baal's Hoarfrost. I recommend using one of these.
- Bul-Kathos' Wedding Band : With +1 to all skills and a decent bonus to life, using one of these would brighten your Harmassin's day.
- Dwarf Star : Grants +40 Life, 15% fire absorb, and magic damage reduction.
- The Stone of Jordan : Grants +1 to all skills, +20 mana, increases maximum mana by 25%. This has always been an ideal caster ring. I recommend using one of these.
- Rare rings that provide resistance, Strength, Life, and/or Mana can all be very helpful for the Harmassin.

Weapon Switch Slot(s)

- Look here for claws that help you out. Two claws that grant +3 to Shadow Disciplines is ideal here, especially if you can find them with low attribute requirements.

Note: If you're using a low Strength and Dexterity build (never greater than 50 with equipment), you're going to have to go without using staffmods unless you want to socket and double Hel your claws to bring the requirements of all exceptional katars down to 50 or lower.

Note Two: You can actually get away without having to invest any points in Fade or Shadow Master (thus having stronger traps) if you can find a decent claw (or two) that grants staffmods to those skills with, ideally, bonuses to Shadow Disciplines or Assassin skills. Remember that your end goal is to cast your Shadow Master at level 17 or higher, so without any points invested, you will need to get +17 from your gear. Non-weapon equipment recommended above can account for much of this (+2 helmet, +2 amulet, +2 armor, +1 belt, and a +1 ring for a total of +8), but you'll still need to make up the difference with +1 to Shadow Disciplines Grand Charms and your weapon switches, unless you don't mind and assassin with less equipment. Similarly, if you are to do it this way, you can save yourself 6 skill points (Claw Mastery, Weapon Block, Shadow Warrior, Shadow Master, Burst of Speed, and Fade). Even if you are able to do this, you will miss out on the speed utility of being able to cast Burst of Speed if you want to. Now, if you can find a claw with a bonus to Burst of Speed too, then you're in the clear.

- On your switch you might also want to use the Call to Arms Runeword. Though expensive to create, it provides you and all three of your minions with nice boosts to their skills, Life, and survivability if you use Battle Cry in battle against difficult foes. You would then pair this weapon with a weapon that grants +1 to all skills. A Splendor Runeword shield can provide this bonus in a low requirement shield, or if you'd like to save runes, you can use Lidless Wall (however, it's Str. Req. = 58 which could be reduced by a -15% requirements jewel to bring it to 49).

Note Three: No matter what switch you use, use it quickly. The game will occasionally check to make sure you still have skills in Valkyrie, and when you're on your switch, you will not. It is not a gigantic deal, as you can just recast her, but it is something to note. You won't need split-second reflexes or anything, just switch quickly. Sometimes the check cycle occurs as you're switched and sometimes it won't. This is especially important if you're using the Peace Runeword to pre-buff your Valkyrie to level 15.

Summary of Recommended Gear
Harmony Runeword Missile Weapon (Repeating Crossbow) : + 10 to Dexterity, +Valkyrie, +Vigor aura, 20% Regenerate mana, +2 mana per kill.
Harlequin's Crest : +2 to all skills, +1XX to Life/Mana, 10% PDR, +2 all attributes.
Treachery Runeword Armor (Light Plate or Breast Plate) : +2 Assassin skills, 20% FHR, 45% IAS, 30% cold resist, %ctc Fade, %ctc Venom.
Arachnid Mesh : +1 to all skills, 20% FCR, +5% maximum Mana.
Bloodfist : 10% IAS, 30% FHR, +40 Life.
Sander's Riprap : 40% FRW, +10 Dexterity, +5 Strength.
Mara's Kaleidoscope : +2 to all skills, +20-30% resist all, +5 all attributes
Ravenfrost : cannot be frozen, +40 Mana, +15-20 Dexterity, +150-250 attack rating.
The Stone of Jordan : +1 to all skills, +20 Mana, +25% maximum Mana.

This gives us the 48% FHR breakpoint (4 frames), the fastest Trap laying speed, big bonuses to mana and life, and enough Dex (at a minimum) to equip a Harmony (Repeating Crossbow) with base Dex. We also net a +10 Strength bonus from sub-fifty Str. Req. items. Finally, we get +6 to all skills with an additional +2 to Assassin skills.

3. Stat Point Allocation

Strength: Depends on your purposes for the build and what you desire to use it for. Part of the advantage to using a Harmassin is that you can get away with almost no investment in Strength and have a lot of Life. I prefer to have 50 Strength, which means that with the Assassin's base strength of 20, I need 30 strength from external sources* before you can even equip the heaviest of the items that I recommend (Harlequin's Crest, Arachnid Mesh) Mara's Kaleidoscope and Sander's Riprap provide a total of +10, leaving 20 Strength to go, which is not a steep investment and could even be partially/fully made up for with charms. If you are going to use switch weapons that have a Str. Req. greater than 50, you'll need to get more Strength somewhere (item sockets or charms are a great way to work this in to your current gear selection).

*: I play single player. I do not have access to an Annihilus Charm or a Hellfire Torch. If you do, these requirements will be much easier to use.

Dexterity: Base. There is usually no need for Dexterity here. Your end game gear will provide you with all that you need for you to equip your items. However, if you're planning on using staffmoded claws that have a total Dexterity requirement greater than what your Dexterity currently is, you'll need to make up points somewhere.

Vitality : Everything else. If you use a low Strength requirement gear loadout, you will have a lot of Life. If you do not, then your Life will not be so large.

Energy : Base. There are plenty of recommended items that provide you with Mana and Energy. You shouldn't have large Mana problems. If you do, down a potion or two. Traps are relatively cheap, Mana-wise, compared to other caster classes.

Jerrett
05-12-2007, 01:58
4. Your Mercenary and how to Equip Him/Her

For this particular build, I high recommend the use of an Act 2 Mercenary. A lot of this build's power and survivability comes from the fact that aggressive Mercenaries will engage enemies for you, keeping them in place and allowing your traps to deal damage at a safe distance. Act One and Three Mercenaries have a tendency to move sideways when they sight an enemy. We do not want that. It brings more monsters from the sides converging on us when the Mercenary runs back towards you. We want a Mercenary that moves directly into the enemy crowd. This means that either an Act 2 or Act 5 Mercenary will suffice. But which is better? Act 5 Mercenaries have the ability to equip some nifty Runeword swords and can swing incredibly fast with Phase Blades with IAS (like Lightsaber or Azurewrath). They also have good resistances and regenerate quickly. They make good meat shields. However, we do not necessarily need another meat shield. Keep in mind that we have a Valkyrie. a Valkyrie is a very good meat shield for us. She is readily recast (every 6 seconds or so if need be), doesn't cost 50,000 gold and a trip to town to bring back, and holds a good perimeter of enemies all around her due to her spear's range. What we need is Mercenary that helps the other minions do well. For this, Act 2 Mercenaries are unparalleled.

But, the question is, what Mercenary should we use? There are actually five different Mercenaries that fit this build well: Defiance, Prayer, Blessed Aim, Holy Freeze, and Might. Yes, it is true, that is every single Act 2 Mercenary possibility except for Thorns. Now, on to the types, the reasoning, and what to wear!

Defiance - This aura is useful for making your minions better melee tanks. The Valkyrie and the Mercenary should have good armor and this will help benefit them. This means that you will have two very good melee tanks and one very good (at a minimum) elemental tank (Shadow Master) who can actually be immune to elements.

Gear for Defiance: This guy is going to be a melee tank. Give him a powerful weapon, some PDR%, and some leach and he will do well--so will your other minions.

Powerful Weapons:
- Bonehew : 2 sockets, 30% IAS (base [0]), prevent monster heal, a little magic damage
- The Reaper's Toll : Ignore target defense, base [-10], big life leach, ctc% Decripify, cold damage, and 33% Deadly Strike.
- Tomb Reaver : 1-3 Sockets, 60% IAS (base [10]), bonus life per kill, magic find %, 30-50% resist all, 10% of kills become Returned.
- Breath of the Dying/Doom/Eternity/Hand of Justice/Destruction/Infinity/Pride/etc. : Beyond the scope of this course. High runes not required for fun.
-Obedience:
5 Socket Polearms
Hel + Ko + Thul + Eth + Fal
30% Chance To Cast Level 21 Enchant When You Kill An Enemy
40% Faster Hit Recovery
+370% Enhanced Damage
-25% Target Defense
Adds 3-14 Cold Damage 3 Second Duration (Normal)
-25% To Enemy Fire Resistance
40% Chance of Crushing Blow
+200-300 Defense (varies)
+10 To Strength
+10 To Dexterity
All Resistances +20-30 (varies)
Requirements -20%

This Runeword is fantastic. Every single mod on Obedience is useful. The resistances and big defense bonus are also great for a Defiance Mercenary.

Armor:
- Shaftstop : 30% PDR and +60 Life.
- Gladiator's Bane : 30% FHR, good defense, cannot be frozen, damage reduction up to 20/20 physical/magic.
- Duress Runeword : Potentially good defense, nice resistances, 40% FHR, 15% Crushing Blow, 33% Open Wounds, cold damage.
- Stone Runeword : 60% FHR and potentially fantastic defense.
- Treachery Runeword : 45% IAS, %ctc Fade (grants 60% resist, curse length reduction, and 15% PDR%), %ctc Venom, 20% FHR.
- Greyform / Boneflesh / Skin of the Flayed One - Useful if you don't have another source of life leach. Boneflesh also has open wounds.

Helmet:
- Andariel's Visage: +2 to all skills, 20% IAS, 8-10% life leach, +25-30 Strength, and resistance to poison which seems attracted to Mercenaries.
- Stealskull : 10% IAS, 10% FHR, 5% life leach, and 30-50% magic find.
- Vampire Gaze : 6-8% life leach, 15-20 PDR%, cold damage, magic damage reduced by 10-15
- Tal Rasha's Horadric Crest : +60 Life, 15% resist all, 10% life leach.

Preferred Combo: Obedience, Treachery, Vampire Gaze.

Blessed Aim - The Blessed Aim aura this Mercenary provides helps your minions tank better (if they have life leach), and hit more frequently, causing them to kill faster. This aura helps all of the minions greatly and will also help you too if you decide to attack at all (e.g. wearing Dracul's Grasp to cast Life Tap).

Gear for Blessed Aim: This guy is going to hit more frequently but likewise get hit more frequently (unless he's constantly on the offensive) than a Defiance mercenary. Use the same gear suggestions for the Defiance Mercenary.

Prayer - The Prayer aura this Mercenary provides helps your minions to stay alive longer. This Mercenary become much more useful when using Insight. The regeneration rate will be double, keeping everyone alive longer. Insight itself is a good offensive weapon, and it grant the Mercenary a big bonus to attack rating and Critical Strike.

Gear for Prayer: Anything that can increase the regeneration rate will be helpful. For this reason, +skills item get tossed into the mix. Most notable is the addition of Arkaine's Valor which has 30% FHR and can come with +2 to all skills. You would also want to couple this with Andariel's Visage for leach and more + skills for a total of +4. This also solves any problems your Harmassin may have. Other than the Insight Runeword polearm and the above suggested equipment, you can also find good suggestions in the Defiance Mercenary equipment section.

Holy Freeze - The Holy Freeze Mercenary slows things down for you. That is his primary job in life, and he can do it well. However, the Mercenary Holy Freeze Aura caps out at level 16 at Mercenary level 75. This gives 53% slow and the radius is 14 yards.

Gear for Holy Freeze: For some people, this base Holy Freeze radius feels small, especially when your Merc is running off on his own, leaving you isolated. With this build, slowed enemies are laughable since you will run very fast, in circles, around them. Even still, you can increase the radius by granting you Mercenary + skills items. Gear for the Holy Freeze Mercenary functions like the Prayer Mercenary, but the weapon slot is not occupied. I suggest adding in an Airoc's Needle. It is a good spear by itself with nice damage, 50% deadly strike, ignore target defense, and poison damage, but it can have up to +4 to all skills. With Andariel's Visage and Arkaine's Valor, the Holy Freeze increases to 19.3 yards and slows 55%. The cold damage added to attacks also goes from ~125 to ~250.

Might - The Might aura from this Mercenary helps all of your minions hit harder. This is great for providing your Death Sentry with corpses. It will not necessarily do a whole lot for your Valkyrie, but your Shadow Master will benefit. In fact, a very high level Shadow Master (if you decide to have one of a high level), can have a very large Strength score = slvl * 10. Might can help her do pretty good damage, but ultimately, your Mercenary himself is going to be the one benefiting the most from this aura.

Gear for Might: See the suggestions above for Defiance. However, with Might, I strongly recommend The Reaper's Toll (%ctc Decripify makes physical damage really hurt and the ITD is awesome), Obedience (the Enchant bonus to AR will help you hit more, dealing great damage), and to a lesser extent Insight (the big bonus to attack rating and the granting of Critical Strike are both excellent).

5. Gameplay Style

The Early Years:

Early on, you will more or less be a melee character. If you plan to invest in Burst of Speed, it will expedite the early levels greatly. Get to Act 2 as quickly as you can and get an Act 2 Mercenary of your preference to help you gain levels. Once you start getting into higher levels, you'll gain access to better traps.

For those of you not investing points into any of the Shadow Disciplines except Psychic Hammer, Cloak of Shadows, and Mind Blast, expect that Duriel will be a challenge. If you can get your hands on a Woestave for your Mercenary or a General's Tan Do Li Ga, that will help greatly.

Once you gain access to Lightning Sentry, leveling will be much more smooth. And you'll begin to cruise through the game. Harmony itself has a level requirement of 39, but once you get there, life will be amazing.

Once you're equipped with some decent mid-game/end-game gear and have struggled through the early days, you can really get into the play style.

Just like any Trapper, you're going to lay down your Lightning Sentries and let them blast away, replacing some with Death Sentries when bodies fall. You're much safer than a regular Trapper, but you have no weapon block. Stay on the periphery as much as you can if you're fighting against monsters whose attacks pierce through minions (like Burning Souls), but use them as a shield wall when attacks do not pierce through. Help them out when they get swarmed with a Mind Blast or two. While running around, don't be afraid to toss a Trap at the edge of the screen to scout for you.

Against lightning immune monsters, you should not have problems unless they are of the undead variety. The undead lightning immunes happen to usually be quite resistant to physical damage. Use a Mind Blast to stun them and then a cloak of shadows to stop them. You can then lob Fire Blasts (if you went that route) at them, or just have your minions attack them. Both methods work, and once the first one is down, a Death Sentry will help to make short work of the rest. You can rinse and repeat with the above technique until they are dead and then move on. Your life pool should be large enough that even with low resistances, Burning Soul shots will not destroy you. The larger your life, the less likely you are to be sent into hit recovery, so you can move through the first damaging one (and you move quickly as a Harmassin), and dodge the 6 that follow from the pack.

Feel free to post questions and feedback.

Enjoy!

- Jerrett

Thyiad
05-12-2007, 11:47
Great Guide!

Lots of information and very well written. Certainly one to try.

:thumbsup:

zarirazz
05-12-2007, 16:04
cool guide as well. i'm thinking of going kicker route with DS as secondary attack. the elemental dmg from harmony will transfer to all kicks right?

the idea of fooling around with 4 kinds of meat shields is certainly interesting. maybe 5 if i consider stone=P

Jerrett
05-12-2007, 17:26
the elemental dmg from harmony will transfer to all kicks right?

Yup, elemental damage definitely transfers over. Harmony packs a pretty decent punch in that department, too.

muzzz
05-12-2007, 20:22
Nice! :thumbsup: Any particular insights on what to revive with this girl? Or just the usual, mentioned in the necro forum?

If I get the runes, I might want to try this in HC. Restricting the trap side to LS/DS would free up points to max fade and SM. Coupled with the minions, this might make for one of the safest characters I've seen :scratch:

EDIT: Also, if you're walking around with brain-dead revives, four points for dragon flight might be worth it.

Jerrett
05-12-2007, 20:39
As far as what to revive, I'm going to go ahead and recommend that you find something that matches your play style. Obviously some things are going to be better than others, but try to get monsters that don't have run-away tactics (and ideally are not ranged attackers), have a good attack range (to keep multiple monsters at bay), and possibly knockback to go along with Dragon Flight. Summoner Necros can focus on more offensively powerful Revives, but since you don't have a skeleton army in front of you, things with crowd control are good.

The Dragon Flight (be careful in HC) idea is a very good one if you plan to use Revives frequently. Good call, and good luck. =)

galtwish
05-12-2007, 21:25
Great guide, congrats on the Mat. I may have to try this out sometime!

stephan
06-12-2007, 00:19
Nice guide.

I guess a more active variant from the pure lightning one could be to use the last 20 points for Venom using an elite bow (or use normal bow and rely on the rainbow damage to do its thing.) A treachery is a very nice solution there too with its level 15 venom of course.

I'd also make the choice between Master and Warrior a personal one.

Jerrett
06-12-2007, 00:49
@ stephan:

Good call with the use of Venom and doing attack damage. With Treach, you'll have a pretty good attack speed regardless, and the glove slot could quite easily be replaced with Trang's (Str. Req. = 58 so not too high) to amp that damage up even more. One might also look into Blade Fury for the same thing, since it comes with a good number of attacks per seconds, but it would require investing two more skill points.

As far as the use of Shadow Warrior vs. Master, care to explain? I don't really see how a Shadow Warrior could be superior in this case, especially if you get a lot of your skills from staffmods (like Fade). The Shadow Master is great in terms of resistances, survivability, and getting to the enemy (w/ Dragon Flight) and occupying the enemy (w/ things like Blades of Ice). Also, as far as I know, Warriors don't get equipment like Masters do. I'd be interested to hear your side of it though. The fact that the Warrior can only use three skills independantly has always been a turn off for me.

stephan
06-12-2007, 01:45
@ stephan:

Good call with the use of Venom and doing attack damage. With Treach, you'll have a pretty good attack speed regardless, and the glove slot could quite easily be replaced with Trang's (Str. Req. = 58 so not too high) to amp that damage up even more. One might also look into Blade Fury for the same thing, since it comes with a good number of attacks per seconds, but it would require investing two more skill points.
Another problem with BF is that because a bow is a two hander all your elemental damage including venom is cut down to 3/8 of the original damage.


As far as the use of Shadow Warrior vs. Master, care to explain? I don't really see how a Shadow Warrior could be superior in this case, especially if you get a lot of your skills from staffmods (like Fade). The Shadow Master is great in terms of resistances, survivability, and getting to the enemy (w/ Dragon Flight) and occupying the enemy (w/ things like Blades of Ice). Also, as far as I know, Warriors don't get equipment like Masters do. I'd be interested to hear your side of it though. The fact that the Warrior can only use three skills independantly has always been a turn off for me.
A high level Warrior gets better resistances than a Master and if you let her cast fade she will be elemental immune (a master cast whatever she wants, sometimes fade, sometimes BoS). On top of that a Warrior is a real tank (she will just stand there taking hits) while a Master has a mind of her own and sometimes DFs away to do something else. While a Master most likely does more damage than a Warrior, it's still rather low (like a race between a rock and a tortoise).

The only problem with a Warrior could be that she can override your traps, although it's not always a problem (in case of DS) and can be solved by switching skills.

I really think this comes down to personal preference. Warrior is probably my favorite tank in the game (including mercs).