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Mar 23 2012 04:07pm
Quote (Bryant @ Mar 23 2012 04:44pm)
Quiet you hobo.


:( i r not homeless

Quote (young2093 @ Mar 23 2012 05:34pm)
Well if you're playing correctly, doing enough damage to put them into FHR should never be at question considering swirly should always be present. This further plays into putting 20 hard points into Mindblast.
AR should not be an issue in a perfect would, you'd be getting more than enough from equipment. But b.net isn't a perfect world ><

I don't actually play Ghost anymore,  I found a way to make BvC work despite ping issues, but I will say that when I did play I tried to be as offensive as possible with gear and stat for vita. Just playing aggressively on a Ghost shuts down most of your opponents offensive pressure, and I personally value life more than minor ar/damage (defense isn't even worth mentioning on a Ghost.)


What do you mean by replace life with an offensive number?
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Mar 23 2012 10:31pm
Quote (ranorn @ Mar 23 2012 05:07pm)
:( i r not homeless



What do you mean by replace life with an offensive number?


I assume he means "I want to hit x damage and/or x attack rating"

Also, the thing with shadow casting MB, your explanation is really similar to how I understand it working (which has taken many years of reading shit in random places, but frequently on amazon basin)

Essentially the way I understand it is, shadow master CAN cast any skill from any tree. AFAIK they all have working claw block and claw mastery (to put it another way, I've never seen one that didn't have those skills). There is something about traps with them though, I'm not sure they can cast light/death sentry, wof/woI, etc... but they can cast shock web and fireblast (I know warriors used to be able to cast the sentries and wake traps, I havent used one in so long idk if they still can). What they do cast is essentially based on what your skill point allocation reflects. They always use a martial arts charge up when melee'ing, as far as I can tell anyways. But when it comes to casted spells (such as mindblast, psychic hammer, shockweb, fireblast, etc..) your hard points and staffmod'd items (mindblast on claws, for example) have an effect on their frequency. There is a calculation I cannot recall the specifics of that I saw on the basin years ago that determined what spells the master would cast. It was essentially like any item drop table in d2...except it uses your skills in an equation to provide the percentages for each spell casting. It also worked out so there were certain breakpoints with the percentages vs how many hard points/staffmod bonuses you had.
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Mar 24 2012 01:05am
this guide sucks

best part is that you think hammerdins usually do 12k hammer dmg
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Mar 24 2012 01:13am
Quote (Koen @ Mar 24 2012 03:05am)
this guide sucks

best part is that you think hammerdins usually do 12k hammer dmg


no, i think they're usually built for 10k,12k,or 14k. sometimes higher, but that doesnt mateer. i couldnt tank 2 14k if i vent full vita so no point in considering those dins.
could you. be more specific please, i like to hear what others have to say. "this guide sucks" isn't very helpful.
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Mar 24 2012 01:19am
Quote (Skibum @ Mar 24 2012 08:13am)
no, i think they're usually built for 10k,12k,or 14k.  sometimes higher, but that doesnt mateer.  i couldnt tank 2 14k if i vent full vita so no point in considering those dins.
could you. be more specific please, i like to hear what others have to say.  "this guide sucks" isn't very helpful.


and why would you base your vita on a hammerdin that would do 12k dmg? you don't duel other chars?
besides that, you have just over 400 mana, you don't max mindblast and you only have 1p dc (this is debateable though)

it's like 9 years from when 1.10 was released and people still can't build their chars the right way suprised me
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Mar 24 2012 03:00am
Quote (Koen @ Mar 24 2012 03:19am)
and why would you base your vita on a hammerdin that would do 12k dmg? you don't duel other chars?
besides that, you have just over 400 mana, you don't max mindblast and you only have 1p dc (this is debateable though)

it's like 9 years from when 1.10 was released and people still can't build their chars the right way suprised me

you just stated stuff, and didnt explain why it was bad or why the alternative would out perform it... so im just going to try to read your mind i guess...

din because i max out at 4.7kish and wouldnt be able to tank hier dmg dins . and if i went vita id have 20ish % less vhance to hit while doing lower damage and still dying on the same number of hits. i do duel other characterz, they're all easy apart from some sins and properly built barbs. i rlly dont worry about them though. my ar and damage either evens out with, or out performs the higer life varient in gvg. i cant confirm this though becaus eim on my ipad(hence all my typos im not bothering to correct).
my mind blast has 18hard points in it, in testing it was indistinguishable from 20 points. my shadow even casted 17 in row.. if you want to stat for 20 mind blast then you can. ill be putting it in as an option if i decide to finish the guide, but i dont see it as something that will make or break your sin.
ive never had a problem with mana, but there is no reason why i couldnt include stashed mana charms.
dclaw is my favorite skill tbh, i mean who doesnt love a 5 frame attack with nearly 30k ar and higher damage. i find 1point to be enough. its a pretty fast killer as is.

if you want to test out the sin, im always open for duels. east nl
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Mar 24 2012 08:20am
Quote (Skibum @ Mar 24 2012 04:00am)
you just stated stuff, and didnt explain why it was bad or why the alternative would out perform it... so im just going to try to read your mind i guess...

din because  i max out at 4.7kish and wouldnt be able to tank hier dmg dins .  and if i went vita id have 20ish % less vhance to hit while doing lower damage and still dying on the same number of hits.  i do duel other characterz, they're all easy apart from some sins and properly built barbs.  i rlly dont worry about them though.  my ar and damage either evens out with, or out performs the higer life varient in gvg.  i cant confirm this though becaus eim on my ipad(hence all my typos im not bothering to correct). 
my mind blast has 18hard points in it, in testing it was indistinguishable from 20 points.  my shadow even casted 17 in row..  if you want to stat for 20 mind blast then you can.  ill be putting it in as an option if i decide to finish the guide, but i dont see it as something that will make or break your sin. 
ive never had a problem with mana, but there is no reason why i couldnt include stashed mana charms. 
dclaw is my favorite skill tbh,  i mean who doesnt love a 5 frame attack with nearly 30k ar and higher damage.  i find 1point to be enough. its a pretty fast killer as is.

if you want to test out the sin, im always open for duels.  east nl


Link in my sig. :)
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Mar 24 2012 08:46am
Quote (bigspot_05 @ Mar 24 2012 12:31am)
I assume he means "I want to hit x damage and/or x attack rating"

Also, the thing with shadow casting MB, your explanation is really similar to how I understand it working (which has taken many years of reading shit in random places, but frequently on amazon basin)

Essentially the way I understand it is, shadow master CAN cast any skill from any tree.  AFAIK they all have working claw block and claw mastery (to put it another way, I've never seen one that didn't have those skills).  There is something about traps with them though, I'm not sure they can cast light/death sentry, wof/woI, etc... but they can cast shock web and fireblast (I know warriors used to be able to cast the sentries and wake traps, I havent used one in so long idk if they still can).  What they do cast is essentially based on what your skill point allocation reflects.  They always use a martial arts charge up when melee'ing, as far as I can tell anyways.  But when it comes to casted spells (such as mindblast, psychic hammer, shockweb, fireblast, etc..) your hard points and staffmod'd items (mindblast on claws, for example) have an effect on their frequency.  There is a calculation I cannot recall the specifics of that I saw on the basin years ago that determined what spells the master would cast.  It was essentially like any item drop table in d2...except it uses your skills in an equation to provide the percentages for each spell casting.  It also worked out so there were certain breakpoints with the percentages vs how many hard points/staffmod bonuses you had.


Yea ok that would make sense
Although i would prefer x vita over x damage/ar
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Mar 24 2012 12:16pm
Did a little testing here :^

My original build have only required 3 points dex to pick up all gear. Rest went into vita. That gave me 4588 life after self bo. Minus was that I couldn't switch circ nor any ring. They were fixed, without them couldn't use the gear.
Now made some adjustment. Added 40 points dex and 10 str so I can use gulli + angelics amu + 2 angelic rings.

Standard, 'ye old good setup: circ + cruel + hl + raven + fcr/stat ring I get 4315 life, 10k ar cruel/9k ar chaos side
With gulli + angelics I get 4451 life and 15k ar (14k chaos side).
With the visio circ and angelics I get 20k ar cruel side, 19k ar chaos side. Still 4451 life. Sadly, this and next setup lack some nice DS (except for gores)
With circ + 1 angelic I get 15k ar cruel / 13k ar chaos side. And that's 65 fcr setup. 4416 life.
Pure dmg setup: Gulli + hl + fcr/stats + raven - 7.5k ar cruel/6.7k chaos. That is max damage setup for low defense chars. That is, other ghosts ;)
With fools claw + circ + angelics I get 27k ar fools side, 19k ar chaos side.

Note: BO was casted with the chosen setup.

so yeah... full vita build is horrible idea :) pumping some dex is only around 200 life less AND:
1) ability to switch gear - this, this, this, this!
2) more AR
3) And 300 more phys damage on cruel claw than before (and 100 more on chaos feral claw).

also: all setups tested with gores/arach/eni/trangs/chaos feral. Inv: 6* 18/5@, torch, anni, 4* rand 20 life scs (when 322's poofed ...), 1* 5/3/20, rest 3/18+/20

tl;dr points invested in dex are not wasted.

This post was edited by ikusus on Mar 24 2012 12:40pm
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Mar 24 2012 02:42pm
Quote (ikusus @ Mar 24 2012 06:16pm)
Did a little testing here :^

My original build have only required 3 points dex to pick up all gear. Rest went into vita. That gave me 4588 life after self bo. Minus was that I couldn't switch circ nor any ring. They were fixed, without them couldn't use the gear.
Now made some adjustment. Added 40 points dex and 10 str so I can use gulli + angelics amu + 2 angelic rings.

Standard, 'ye old good setup: circ + cruel + hl + raven + fcr/stat ring I get 4315 life, 10k ar cruel/9k ar chaos side
With gulli + angelics I get 4451 life and 15k ar (14k chaos side).
With the visio circ and angelics I get 20k ar cruel side, 19k ar chaos side. Still 4451 life. Sadly, this and next setup lack some nice DS (except for gores)
With circ + 1 angelic I get 15k ar cruel / 13k ar chaos side. And that's 65 fcr setup. 4416 life.
Pure dmg setup: Gulli + hl + fcr/stats + raven - 7.5k ar cruel/6.7k chaos. That is max damage setup for low defense chars. That is, other ghosts ;)
With fools claw + circ + angelics I get 27k ar fools side, 19k ar chaos side.

Note: BO was casted with the chosen setup.

so yeah... full vita build is horrible idea :) pumping some dex is only around 200 life less AND:
1) ability to switch gear - this, this, this, this!
2) more AR
3) And 300 more phys damage on cruel claw than before (and 100 more on chaos feral claw). 

also: all setups tested with gores/arach/eni/trangs/chaos feral. Inv: 6* 18/5@, torch, anni, 4* rand 20 life scs (when 322's poofed ...), 1* 5/3/20, rest 3/18+/20

tl;dr points invested in dex are not wasted.


Hehe :) well i switch to compensate on lack of gear power,but in the end gulli proved to be a huge bonus! Gulli+gores is interesting combo. Do you now perhaps feel that dancers are too big of an investment(since gulli is 30 fhr). I still am thinking on this,cause if gores are substituted,what's the use of dancers-in what matchup?
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