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  1. #1111
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    Re: WW Ghost Assassin Guide V2.0

    Quote Originally Posted by scribblesxp View Post
    hey guys i have a question about what fool's claw i should use on my ghost (i have a fury feral as well)

    some background equipment:
    ammy: highlords
    inventory: 2x shadow / 31x 3/xx/xx
    chaos: suwayyah

    i'm wsm bugging

    now, i have these two claws at my disposal and i was wondering what i should go with
    claw#1 feral claws
    249% ed
    fool's
    40%ias
    2 open socket
    +1 mindblast

    claw#2 feral claws
    291%ed
    fool's
    +1 min damage
    30%ias
    ethereal (zod'd) and no open sockets

    go with high physical damage (claw#2 hits like a truck: 130-354) since i'm built like a physical-oriented ghost anyways? or should i make claw#1 50%ow and stick with that?
    could i make claw #1 emulate my fury and ditch my 0 staffmod fury feral?
    My build isn't the same as yours, but I have two similar claws and use each for different purposes:

    1. cruel fool's 40% ias RT, umed
    2. Eth cruel fool's 20% ias suwayyah, zoded

    1 is a very nice 'pubbing' claw, it can work in almost any situation because it has fool's mod to let me hit those high def characters, some open wounds, decent damage, and high trap laying speed.
    2 is a somewhat less versatile claw. It is useful against 'glass cannon builds' and/or those that can be safely tri-whirled, other ghosts, and ww barbs.

    I will admit that I have a nonstandard build; I can switch gear around to maintain a decent amount of open wounds% with the second claw, so your experience with a 0 open wounds, high-damage claw might be a little different.



  2. #1112
    IncGamers Member alphaz's Avatar
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    Re: WW Ghost Assassin Guide V2.0

    Quote Originally Posted by scribblesxp View Post
    hey guys i have a question about what fool's claw i should use on my ghost (i have a fury feral as well)

    some background equipment:
    ammy: highlords
    inventory: 2x shadow / 31x 3/xx/xx
    chaos: suwayyah

    i'm wsm bugging

    now, i have these two claws at my disposal and i was wondering what i should go with
    claw#1 feral claws
    249% ed
    fool's
    40%ias
    2 open socket
    +1 mindblast

    claw#2 feral claws
    291%ed
    fool's
    +1 min damage
    30%ias
    ethereal (zod'd) and no open sockets

    go with high physical damage (claw#2 hits like a truck: 130-354) since i'm built like a physical-oriented ghost anyways? or should i make claw#1 50%ow and stick with that?
    could i make claw #1 emulate my fury and ditch my 0 staffmod fury feral?
    I would say fury feral is better than both rare claws in most matchups.

    vs claw #1, fury will have more average damage due to more ow and deadly strike. claw #1 is only better in terms of AR, but vs most casters your AR with fury would suffice.

    the lack of open wound and slow base on claw #2 makes it worse than fury and claw #1 in most matchups, it's only good in terms of raw phys damage but if you can't reach 9fpa trap laying speed, it's only viable vs melee chars.


    Last edited by alphaz; 26-03-2011 at 10:53.

  3. #1113
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    Re: WW Ghost Assassin Guide V2.0

    Has anyone tried switching boots+helm (treks and 2/20/29life/5max/89ar/37fr/Shael) in my case for Gores+Guillaume(Jah-ed) for a duel vs paladin ? 50% crushing blow is not to be joked in assassins case, wonder if anyone tried the strategy to he fullest (vs paladins a fools claw in this case). Or is Angelics setup with a possible Fury (or fools for extra ar) maybe better ? I'm bashing my head on this, so if anyone can jump to comment or to suggest something different but effective would be appreciated.

    edit. or maybe some visio helm as another option


    Last edited by monSin; 09-04-2011 at 18:20.

  4. #1114
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    Re: WW Ghost Assassin Guide V2.0

    I started a Hybrid WW Sin on the 2008 ladder and remade it as a Ghost in early 2009 or thereabouts. Well, today I finally finished it after 3 years and quitting D2 twice. Its a bitter sweet victory in the sense that none of my dueling partners play anymore but I figured I'd post it up to mark the personal end of an era so to speak.

    http://i.imgur.com/kqNPF.jpg

    (In case you were wondering, the rejuvs were for saving my butt when entering death trap thrones with ondals + exp shrine. I don't drink the Ribena in 1vs1. Thats just not tea and crumpets.)

    9 frame trap laying
    50% DR
    60% Weapon Block
    The usual

    Gear:

    "Chaos" Suwayyah (3 Venom, 3 LS, 3 Mb, 340% ED)
    "Fury" Feral Claw (3 Venom, 3 LS, 1 DFlight)
    My Dinky Fools Greater Talon! (30% IAS, Fools, 1 LS/3 Fade, 2 sockets "UmUm") [AR = 15,748. Thanks Anya! Thanks Larzuk!]

    "Havoc Circlet" Diadem (2 Sin/20% FCR/+84 AR/+20 Str/+28% Fire Res/MDR 3) socketed with a 15% IAS/15% All Res jewel

    "Ghoul Band" Ring (10% FCR/+105 AR/+15 Str/+85 Mana)

    Maras
    Trang's Gloves
    Arachs
    Ravenfrost
    2/25 SDancers

    CTA/Spirit switch

    Inventory:

    20/20 ATorch
    20/19/9 Anni
    1x Shadow/FHR GCs
    8x Shadow/Life GCs (30/36/39/40/40/41/41/42)
    1x Life/Mana SC (18/15)
    1x FHR/AR SC (5/34)
    1x FHR/Max/AR SC (5/3/17)
    7x Max/AR/Life SCs:
    3/14/20
    3/13/17
    3/13/17
    3/12/17
    3/11/17
    3/12/10
    3/19/6

    Stash:

    4x Life/Resist scs (20/10 CR, 19/11 CR, 17/10 LR, 16/10 CR)
    My Dinky Dual Res Boots! (30% frw/+4 Dex/+20% LR/+35% CR)

    Gear flexibility is not great due to the Str req of SDancers which provides the Dex to wear claws. I would have liked to ween myself off them, but to replace what I've already got, I would need mass Dex elsewhere - probably boots and circlet. I'd also lose +2 Shadow skills from SDancers which I've already built around. Most likely my Shadow Master would suffer and I'd have to level into the 95+ range which is depressingly boring.


    Last edited by Robobaby; 10-06-2011 at 08:39.

  5. #1115
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    Re: WW Ghost Assassin Guide V2.0

    Not sure if they changed Fade but i dont see it saying where it adds DR.



  6. #1116
    IncGamers Member stephan's Avatar
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    Re: WW Ghost Assassin Guide V2.0

    Quote Originally Posted by NosTermite View Post
    Not sure if they changed Fade but i dont see it saying where it adds DR.
    It's not in the ingame skill description if that is what you mean. It is there however.




  7. #1117
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    Re: WW Ghost Assassin Guide V2.0

    Quote Originally Posted by NosTermite View Post
    Not sure if they changed Fade but i dont see it saying where it adds DR.
    Fade's PDR percentage is a hidden bonus, sorta like Blessed Aim's 5% AR bonus per hard point to the Paladin, or Resist Cold/Fire/Lightning's passive bonus to the Paladin's cold/fire/lightning resistances.



  8. #1118
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    Re: WW Ghost Assassin Guide V2.0

    I thought I was gonna see some real discussion here, or an interesting question.
    :cry:



  9. #1119
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    Re: WW Ghost Assassin Guide V2.0

    No much action in this thread, but was wondering if Greater Claws +3venom +1shadowmaster is worth making either Fury or Chaos in?



  10. #1120
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    Re: WW Ghost Assassin Guide V2.0

    Do you have a second claw with +3 venom, or not enough strength to use a Spirit on BO switch? If yes to one of those, I suppose it could work.

    I much prefer Elite claw bases though, even if I have to stat some dexterity. If I had to use an Exceptional claw I'd go for a GT.



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