Assassin Kick\Trap Guide.By SilentShaddow
Hello, I’m Silent Shaddow and I have for along time an avid assassin and finally have decided to go about writing a guide for my favourite variant, the k/t assassin, I find it a well balance effective triple element character. I think that my knowledge has processed far enough to qualify the writing of this guide.
Ok so I maybe be a bit of an assassin fan, but I come from the opinion that the assassins are the queen of Player Vs Machine and that a properly build assassin has as good as, if not better killing power than any other character you care to name.
Another thing that I have tried to bear in mind is the cost of the build. I don’t expect everybody to be spending xx high runes to get this character working. So most of my recommendations come with that thought in the back of my mind.
I would also just like to say this much, I am experienced with this build. Please do not at any point think that anything I say is born out of stupidity or ignorance. Please bear this in mind when posting.
- Strong triple element character (we all know how rare those are)
- A character that improves with skill. A feature that is of great importance to me, I like the fact that my abilities and skills make a difference to how the character performs.
- Coolness, you will be much cooler than any paladin
- Not a Hammerdin, and we all know how important this is
- Independent of weapon damage
- Dependence on Myrmidon greaves
- This is not a tank, not designed to hang around whilst getting hit.
Next we need to consider what main skills and what ‘one point wonders’ we want, these ‘one point wonders’ will make or break your build depending on how you use them. More on that later. Personally I would recommend getting everything except the charge up skills and the blade skills, as you never know when you might find them appropriate. This breaks down to:
Here’s a list of modifiers that will transfer to your kicks:
- Tiger Strike: 0 – Useful for charging up and taking screenshots, but warrants no further use in this build
- Dragon Talon: ~ 18, (ball park guess I think it would be this for most people) We aim to gain at least a level 24 Dragon Talon as this is the breakpoint at which we gain an extra kick, after that (until level 30) the advantages of extra levels negligible. So therefore we need to achieve at least level 24 at all times. Therefore we add up all the skills that we can be assured we will have all the time. To take me as an example, I will never swap or change the enigma armour, spirit shield, rare helm, torch or annihuls. So therefore I can always count on having on at least 2+2+2+3+1, 10 skills meaning that I need: 24-10 =14, so 14 is the optimum amount for me to put in Dragon Talon. However I don’t count the skills from my heart of the oak because I use Last Wish vs. bosses. The final note is that this skill offers a lot of enhanced attack rating, so much that we don’t need to worry about it, what ever it gives will be enough for player versus machine
- Open Wounds
- Crushing Blow
- Elemental Damage
- Magic Damage
- +X% Enhanced Damage from non-weapon gear
- +X% Life Leech
- +X% Mana Leech
- +X% Chance to cast xxx on striking
Now, these modifiers do not transfer to your kicks:
- Deadly Strike
- Critical Strike
- + Max Damage
- + Min Damage
- +X% Enhanced Damage from weapon
- +X% Chance to cast on attacking.
- Fists of Fire: 0 - A good skill can be used well, but no use in this build
- Dragon Claw: 1 – prerequirement
- Cobra Strike: 0 - A good skill can be used well, but no use in this build
- Claws of Thunder: 0 - A good skill can be used well, but no use in this build
- Dragon Tail: 1 – prerequirement
- Dragon Flight: 1 – useful for collecting mercenary, I use it every time I attack a monster and creates a minion stack, requires less accuracy than teleport
- Blades of Ice: 0 – A good skill can be used well, but no use in this build
- Phoenix Strike: 0 – A good skill can be used well, but no use in this build
- Physic Hammer: 1 – Prerequirement
- Claw Mastery: 1 - Prerequirement
- Mind Blast: 2 – An emergency skill, I advise against using this generally as converted monsters will slow you down. An extra point encourages Shadow Master to use it a lot more.
- Claw Block: 1 – Prerequirement
- Cloak of Shadows: 1 – Main crowd control skill, do not under estimate this skill, I will go into it later on.
- Shadow Warrior: 1 – Some favour this type and I say good luck to them, their use of your hot keyed skills I find not helpful and most annoying. On the other hand there is Shadow Master which is very helpful.
- Shadow Master: 1 – Personally I find this type of summon the most effective, as unlike the shadow warrior she can use any skill, at any time. Whilst this can be annoying, (who wants their shadow to Dragon Flight off at random) how ever she can also cast life saving mind blasts and other very useful stuff.
- Venom: 1 – Now then remember what I said about not using venom? Well I lied, kind of I mean just that we don’t max it out doesn’t mean we should just throw away essentially free damage. How I advise against maxing it due to a large sacrifice in lightning damage.
- Fade: 1 – This skill offers a large amount of resist and has a hidden bonus of +1% damage reduction per level. This skill is mutually exclusive with burst of speed. It can’t at the same time as burst of speed. A warning do not a put more that one point here, as +skills is more than enough.
- Burst of Speed: 1 – This skill increases your attack speed, run and walk speed although fade looks like the more practical I find that burst of speed works better for me in nearly all situations. My suggestion is that you try both and see how you like them. A warning do not a put more that one point here, as +skills is more than enough.
Total: 64+remaining points in Shock Web
- Fire Blast: 3 – Why three? I hear you cry. Fire Blast synergies Death Sentry at one shot per 3 skills in Fire Blast. So I think that the extra points are worth it.
- Shock Web – Our final synergy, it gets the rest of our points
- Charged Bolt Sentry: 20 – Synergy and it looks cool.
- Lightning Sentry: 20 – This is our highest damaging trap, max it first as it will help you level up.
- Death Sentry: 20 – Our favourite trap, this will do most of our damage and bag us most of our kills. Maxing it second, we will use this more once we are fully up and killing in hell. It is doubly useful because it fires lightning bolts like our good friend the lightning sentry and also has the ability to pop corpses at 40-80% of monsters life. Max it.
- Wake of Fire: 0 – Like Wake of Inferno this hands out very little damage and has limited range, however it is the best trap for ‘stun locking’ a common duelling technique
- Wake of Inferno: 0 – Low damage, in fact a third of listed damage, just not as good as light traps for this build.
- Blade Sentry: 0 – Useless and unpractical
- Blade Fury: 0 – This skill turns out ¾ of your weapon damage at a fix rate, and also isn’t affected by iron maiden. However it offers no enhanced damage and also fixes you in place when attacking leaving you vulnerable. So as I see it, the only time this is helpful when cursed by iron maiden, having killed all other enemies, carrying a high damage weapon and for some ludicrous reason you decide to not use traps. My final thought on this is going to be, should me an enemy that it would be good to use blade fury on, and ill show you a dead enemy.
- Blade Shield: 0 – Useless as far as I am concerned, offers almost nothing. So why bother? I don’t have the hot keys to waste on this.
Grand Total: 96 skill points,
Meaning we finish at level 84.
Here we need to be able to meet a number of requirements; the primary one is being able to equip a phase blade. The reasoning is of course the phase blades low weapon speed modifier, meaning that we need very little IAS to bit the fastest breakpoint.
Another important item to be able to equip is a monarch, with the lowest strength requirement for a four socket shield (that assassins can use) this important for two rune words, spirit and phoenix
We also need to be able to equip mydriyon greaves, these give the highest base damage and have a hefty strength requirement of 172
This means that we need to hit at least 172 strength and 136 dexterity. It is also worth noting that increases in strength and dexterity also increase damage.
Now then I am going to pull the usual line and say:
Strength: enough for equip.
Dexterity: enough for equip (I have found max block not useful)
Vitality: Rest – don’t worry too much about going stat perfect, your play style will affect your life bulb more than individual stat points.
Energy: None, manald heal will solve any mana immediately.
Faster Cast Rate: 0,8,16,27,42,65,102,174
Fastest Initial Kick Speed:
Follow Up Kick Speed:3,4,5 etc
Faster Hit Recovery 0,7,15,27,48,86,200
Firstly we have several very useful tools available to us. The first is this weapon speed calculator: http://diablo2.ingame.de/tips/calcs/...p?lang=english Also we have a table of attack speeds here: http://forums.diabloii.net/showthread.php?t=229326I will also refer you to Jrichard’s, as he is the authority on assassin attack speeds and so on.
- 65 Faster Cast Rate if teleporting. 0 Otherwise. (actually depending on whether you have Call To Arms, other wise pre buff will take a long time)
- Fastest Follow up kick speed with any weapon.
- Fastest Initial kick speed with crushing blow weapon.
- 48 or 86 Faster Hit Recovery. 48 is actually very easy if you are all good assassins and follow my instructions with regard to spirit.
- Maximum Resists in hell after Anya bug.
- 75+ Crushing Blow with our crushing blow weapon
- Some crushing blow at all times.
- ~4.5k+ Lightning sentry damage.
Ok, here we go. The big ones, yep our lady needs fine boots and only the best will do. Three options, Myrmidon Greaves – Rare these can be really quite sexy with lots of good looking modifiers but I think that the remaining two are better. Upped Gore Riders and Shadow Dancers (kudos if you can up these). Now Shadow Dancers may look pretty tasty from a far but in fact all my break downs lead to Gores being the better choice. They certainly have better damage over time and allow us to maintain an ok level of crushing blow with any weapon.
I am going to run down the major useful armours that came to mind. Hopefully this will cover 99% of situations. Things to look for are; Skills, Resists, and + stats etc.
- Enigma – I find this armour very useful, and having tried all of the below. In my opinion nothing compares with the +1 teleport.
- Chain of Honours – The resists, strength and skills makes this a very strong choice.
- Fortitude – Ah, my pet hate. Don’t get me wrong, it’s a good armour, else where however its modifiers break down to weak sauce. It offers +300 enhanced damage, 25% Faster Cast Rate, 25-30 resists and a hunk of life. The enhanced damage is the reason that this is picked so often, but makes very little difference to our build, the average damage for a k/t is ~1k damage. If you stack up off weapon enhanced damage you could manage ~2k damage, not helpful. Our main source of damage is crushing blow, we only actually need physical damage for that last chunk of life to kill the bad guy (erm, hello? Traps?). Trust me, I have used this armour and it makes no difference to killing speed. The other modifiers are entirely forgettable and/or achievable elsewhere. I think of this armour as maybe an expensive Skin of Viper Magi, or even a rubbish Chain of Honours.
- Lion Heart – This armour is possibly one of the strongest cheap armours and should be used over fortitude. The resists, strength and dexterity bonus beat fortitude hands down, and whilst fortitude offers quite a lot of life. Don’t forget that this armour carries +90 life itself (50 from the modifier and 40 from the vitality bonus.)
- Upped Skin of Viper Mage – Offers some nice resists but also offers resists and faster cast rate. This is nice mostly for sorceress and whilst our sin would benefit from this, she should be using Lion Heart
- Duress – Lots of People use and like this armour. I’m not a big fan, but hell, if you want to go for it. Enjoy.