d2jsp
Log InRegister
d2jsp Forums > Diablo II > Diablo 2 Discussion > Strategy & Guides > The Ghost-ww Assassin Varient > ^.~
Prev15678929Next
Add Reply New Topic New Poll
Member
Posts: 371
Joined: Mar 22 2003
Gold: 114.55
Warn: 10%
Sep 5 2004 01:55pm
smite is much easier to beat than zeal.
If you want to easily beat 40k def + paladins use enchant + angelics + rare claw w/ fools mod and UM rune.
Since my build does not care for melee, I dont have the dex to use angelics so i just enchant myself and use my fools rare claw.
If you get life-tapped, just ww away defensivly and it will go away soon from fade.

QUOTE
some suggestions and opinions
-why mb, should put lvl 1, unless stun time matters
-why 20 into claw mastery, since there's no one you can out-ww a ww barb, or beat a 40k smite pally
-what i had in mind is 20 venom, max dr for fade, 1 bos, and maybe rest trap or no dependin on damg
-is venom pre-cast or not, if yes then why not use +3 shadow disciplane claw and trang glove for pre-cast, then switch onto another glove, drac or so
-does fire trap really stunn? i've heard they dont, still need to do some testin on that

-Stun time matters alot, and a confident MB can make hammerdins duel you offensively, when they duel fofensive just do short ww's away and they will get hit without you getting hammered. If they go defensive again just MB... Hammerdins have 8-18 dr so MB really tears them up.
-Claw mastery needed for AR more than anything, but more damage and deadly strike always helps
-16 points into fade will get you max dr
-You can pre-cast venom if you like, but I dislike pre-casting. When I Join a game I want to cast my fade/venom asap and go killing.
-Fire trap does stun, but only when the enemy has swirlies on their head from MB. I keep sorceress and druids and 75% of paladins immobolized with this. WW, Charge, and for some reason Necros =\ can escape wof lock. Everything else is stunned in it.
Member
Posts: 7,834
Joined: Aug 5 2003
Gold: 5,362.00
Sep 5 2004 03:02pm
so 1 point into wof is a must? And with a +2 natural mb on my fury, would that be enough or is it still worth maxing?
Member
Posts: 371
Joined: Mar 22 2003
Gold: 114.55
Warn: 10%
Sep 5 2004 04:19pm
I really recomend putting all your extra points into MB.
Member
Posts: 3,580
Joined: Dec 12 2003
Gold: 0.00
Sep 5 2004 05:52pm
o ic
whats your stun second?
and what boots you suggestin?
im thinkn marrowalk for the high kick damg, not sure on that yet, or should i use duped eagler brogue graves (30 frw, 13 str 17dex 40 cold res 23 lr 19 fr)
Member
Posts: 7,834
Joined: Aug 5 2003
Gold: 5,362.00
Sep 5 2004 06:22pm
get soul shanks and u can up them once. all resists but poison all in the 40's 17 stre and 4 dex and 30%fr/w.

edit: but are these boots better then gore riders? and wut about wof is that a must one point wonder?

This post was edited by stoop14 on Sep 5 2004 06:23pm
Member
Posts: 3,580
Joined: Dec 12 2003
Gold: 0.00
Sep 5 2004 06:25pm
i think gore sux for assn, you have enough ow, ds and cb only works wth phy part of the damg, which is almost none on ww assn cause all you use to boost from are venom, unless you got 5 gc rest 320's
Member
Posts: 7,834
Joined: Aug 5 2003
Gold: 5,362.00
Sep 5 2004 10:38pm
another point! where are u getting ur fhr? and this is more of a mage killer build isn't it. And is 10 gcs realy worth it? like them extra 5 skillers might get u a extra 2 ctb with weapon block! and does this work while teleporting?
Member
Posts: 670
Joined: Aug 21 2004
Gold: 2.80
Warn: 10%
Sep 5 2004 10:45pm
i read up there, yes soul shanks are a must
Member
Posts: 2,050
Joined: Mar 22 2004
Gold: 6.00
Sep 5 2004 10:47pm
nice guide.... if i ever want to make a ww assasin urs will be the one i use wink.gif
Member
Posts: 7,834
Joined: Aug 5 2003
Gold: 5,362.00
Sep 5 2004 11:17pm
so u realy think that the mods on goreriders are not worth them? soul shanks all the way?
Go Back To Strategy & Guides Topic List
Prev15678929Next
Add Reply New Topic New Poll