• 2

    posted a message on Patch 1.13 Right Around the Corner
    if ptr was taken down intentially it will most likely be a new version of 1.13 on PTR rather than 1.13 going to live.

    i base that on these posts:
    Quote from Bashiok »
    The legacy team met late last week to decide how to proceed on the 1.13 patch and the decision was made to go back into development to incorporate a few additional changes. While this patch has already seen its fair share of delays we still want to ensure we’re releasing a patch that hits some key community issues. I do want to stress though that while we did look at feedback and responses we’re obviously not going to be able to include everything requested. Our hope is to hit at least a decent portion of what we saw people discussing and correct some of the more severe issues while keeping additional development time as brief as possible.

    We don’t have a current estimate for release, and because work is only just beginning on these new changes we won’t be announcing their details. We’ll be keeping everyone updated as to the progress of the patch though, and we hope to see this update on the PTR as soon as possible and then off quickly to a release and ladder reset.


    Quote from Bashiok »
    Things are still moving. We'll hopefully have a new version ready to hit the PTR soon. We PTR all patches now, even an update like this will need some small amount of testing.

    Nothing very substantial for you really just yet.
    (from here and here)
    Posted in: News & Announcements
  • 2

    posted a message on Compiled List of Assassin Bugs, Issues, (..and hopes) for 1.13
    For diablo fans, two of the biggest hopes for patch 1.13 were that useless skills and skill trees would be adjusted and bugs would be fixed. In regard to the assassin, this patch has been mostly a disappointment, but perhaps by voicing our dissatisfaction and desires changes to the class can be made in this or future patches.

    For this post, I have attempted to compile information from the official battle.net forums. Supplemental to this is information acquired over the past ten years from sites and forums across the internet and the opinions and conclusions garnered from assassin players (including myself) over the years.


    [Note: If you encounter an error while reading this, or know of bugs or issues I have not mentioned, please don't hesitate to correct me and I will amend or add to this post.]

    The format of this post will be to go through each skill, tree by tree, and identify (when applicable)
    the bugs, the issues, and recommendations for the skill. Items preceded with 5 red asterisk (*****) are issues especially important to the assassin community as evidenced by 10 or more posts on the topic.

    The Martial Arts

    The martial arts, arguably the "defining tree" of the assassin, is woefully inept. Though builds that invest heavily into the martial arts are often cited as the most fun to play, (with very few exceptions) they cannot compete with other classes in pvm or pvp ability.If there is one message to be taken from this entire post, it is this: assassin players would like this tree to be made viable.

    Dragon Talon

    Dragon Claw

    Dragon Tail
    • No known bugs or issues.
    • An increase to the radius of damage would be welcome.

    Dragon Flight often abbreviated Df.
    Tiger Strike
    • No known bugs or issues.
    Cobra Strike
    • No known bugs or issues.
    Fists of Fire often abbreviated FoF
    • +%Skill damage (as from facets) does not work with the third charge.
    • *****To make this skill more appealing, increase the damage and/or improve it by other means *see suggestions.

    Claws of Thunder often abbreviated CoT


    • +%Skill damage (as from facets) does not work with the second or third charges.
    • Because of the next delay, opponents that are hit by the nova of claws of thunder will not be damaged by other effects in the immediate vicinity. Though this issue can be countered somewhat with knockback, it does reduce the overall effectiveness of the skill.

    • *****To make this skill more appealing, remove or dramatically decrease the Next Delay on the second and third charges, increase the damage, and/or improve it by other means *see suggestions.
    Blades of Ice
    • No known bugs or issues.
    • *****To make this skill more appealing, increase the damage and/or improve it by other means *see suggestions.

    Phoenix Strike
    • +%Skill damage (as from facets) does not work with the first, second, or third charge
    • *****To make this skill more appealing, remove or dramatically decrease the Next Delay on the second and third charges, increase the damage, and/or improve it by other means *see suggestions.
    *****General Suggestions to make the Martial Arts charge-up skills more viable. (Note that some suggestions are mutually exclusive):

    • If the mechanics and speed remains the same, dramatically increase the damage of all elemental charge ups.
    • Make it so that hard points invested in the elemental martial arts reduce enemy resistance to the applicable element
    For instance:
    Give Fists of Fire a +2% -enemy fire resistance per hard skill point invested, this is both applied to the attack itself and when releasing charges.
    (from thread http://forums.battle.net/thread.html?topicId=21730685246&postId=217216807312&sid=3000#35)
    • Make it so that each charge is subtracted in turn.
    As a General Rule, Charge up skills should be changed from 1.2.3 STRIKE! to 1.2.3. strike! strike! strike! there are 3 orbs circling me why cant I use that charge up 3 times?
    (from http://forums.battle.net/thread.html?topicId=21730677745&sid=3000&pageNo=1) Note the proposed martial arts changes suggested in this thread have garnered a lot of support.

    • Dramatically increase the duration that the charge-ups remain around the assassin before release.

    • Make it so the charges have a fixed (longer) duration and the bonuses are applied to finishing moves for as long as the charges are present.

    • Dramatically increase the speed of the charge up attacks (for instance, dual claw elemental charge ups with a current max speed of 5 fpa could be changed to a max of 3 or 2 fpa).

    • Restore the uninterruptability of elemental charge-ups.

    • Add a passive immobilization ability to charge-ups for PvP with heavy investment in the martial arts. (yea right rukia :P)

    The Shadow Disciplines
    While there are a few bugs, these utility skills make the assassin an extremely versatile and fun class.

    Psychic Hammer
    Cloak of Shadows often abbreviated CoS

    • There are two major issues with the cooldown. Firstly, the skill does not appear red (indicating that you cannot use it) when the cooldown is in effect. Secondly, the cooldown lasts for the duration of the skill. This second issue makes it actually detrimental to have the skill at high level for PvM; a capable assassin will almost never be in the same area for the duration of the skill, yet the skill cannot be casted in the new area and on new mobs until it has expired in the previous area.

    • Using Cloak of Shadows (repeatedly) against the Ancients in single player will crash the game.


    • It would be really great if Cloak of Shadows did not overwrite curses.
    • A set cooldown duration (unlinked with skill level) would be really cool.
    Mind Blast sometimes abbreviated Mb (which can be "max block" also)
    • Mind blasting certain PvM enemies can drop the game. This can also occur when Mind Blast is used in conjunction with excessive use of Wake of Fire in PvP.

    • It would be lovely if we could attack converted mobs.
    Claw Mastery
    • The attack rating bonus does not apply to Blade Fury. (intended?)
    Weapon Block
    Shadow Warrior

    • The Shadow Warrior is supposed to mimic the skills on your left and right click. However, she will only do so if she is at certain distances from an opponent. Because of this she often favors normal attack. She is also fond of walking into objects (pathing issues).
    • (repeat) Dragon Flight and the Shadows share cooldowns, and not evenly. When you cast Dragon Flight, Shadow Master and Shadow Warrior share the cooldown and you are unable to use Dragon Flight or a Shadow for 1 second. However, when you cast Shadow Master or Shadow Warrior, you are unable to cast Dragon flight or another Shadow for approximately 7 seconds.

    Shadow Master

    • (repeat) Dragon Flight and the Shadows share cooldowns, and not evenly. When you cast Dragon Flight, Shadow Master and Shadow Warrior share the cooldown and you are unable to use Dragon Flight or a Shadow for 1 second. However, when you cast Shadow Master or Shadow Warrior, you are unable to cast Dragon flight or another Shadow for approximately 7 seconds.

    Burst of Speed often abbreviated BoS
    • No known bugs or issues.
    Fade

    • The damage reduction capability of Fade is not listed in the description. Although it could be argued that when it says "resist all" that includes physical resistance, the amount of damage reduce granted is equal to the skill level rather than the amount of resistances listed in the description.
    Venom (poison is often abbreviated psn)
    • Venom reduces the effectiveness of external poison damage (like poison damage charms).
    Traps
    While lightning traps are effective in PvM and PvP, the fire traps and the blade skills could use some attention.
    Blade Sentinel

    • I have never seen nor heard of anyone using blade sentinel for anything other than entertainment (or as a somewhat novel way to guard a corpse).

    • *****To make this skill viable the damage needs to be hugely increased and the cooldown needs to be decreased. Also remove or dramatically decrease the Next Delay on this skill.
    Blade Fury

    • Number one issue with this skill is the time it takes the assassin to assume the position.
    • (repeat) The attack rating bonus granted by Claw Mastery does not apply to Blade Fury. (intended?)
    • *****Along with quickening, changing or removing the casting animation, other buffs would be welcome. These could include increasing the damage of Blade Fury, adding a bonus to attack rating based on skill level, or decreasing the frames per attack (thereby increasing the speed that the blades are fired).
    • An increase to the the speed that the blades are fired based on skill level has also been suggested.


    Blade Shield

    • The duration of Blade Shield is short and many special magic effects (open wounds, crushing blow, etc) can no longer be applied by it.
    • Increasing the duration and the percentage of weapon damage that is applied would go a long way towards making this skill more attractive. Allowing more things to be delivered by the blades would also help.

    • Synergies with blade fury and sentinel could be used to increase duration, attack rating, or damage. Alternately, synergies with the other traps, fire and lightning, could add fire or lightning damage to the blade skills.
    Fire Blast

    • No known bugs or issues.
    Wake of Fire often abbreviated WoF or Wake

    • The fire traps use turrets that must turn before they fire. The turning motion results in a delay before the traps fire.
    • Due to next delay issues a second WoF trap placed equal distance from a first will do no damage to a target.
    • *****To make this skill more appealing, remove or decrease the Next Delay. Damage increases also never hurt. (Fire skills are disadvantaged in PvM due to the many fire immunes encountered in hell, and in PvP due to items like hotspurs and dwarf stars.)

    Wake of Inferno sometimes abbreviated WoI

    • This skill has problems hitting moving targets. This is explained as "pathing issues" or by its having a "thin missile".
    • This skill also has a misleading animation. (It does not cover the area indicated by the graphic.)

    • *****Wake of Inferno should be altered in how it fires, or its damage needs to be dramatically increased to compensate for its limitations. (It has also been suggested that tree positions of Wake of Inferno and Wake of Fire be switched so that Wake of Fire is the higher damage trap.)

    Shock Web

    • Next delay makes using this skill disadvantageous when used with other traps, and the damage is not good enough for it to be used alone.
    • To make this skill usable, remove or dramatically decrease the Next Delay on this skill and increase the damage. (If this is done, the skill should be made to disappear upon entering a Town Portal as it can currently be used to PK.)

    Charged Bolt Sentry

    • This skill is used almost exclusively as a synergy to lightning sentry and nothing more. Lightning Sentry does more damage (and the focused damage works well with the corpse explosions from death sentry for PvE) and Wake of Fire blankets better for PvP stunlocking.
    • As it is currently, putting points to Charged Bolt sentry just increases the damage, and putting points to Shock Web increases the number of bolts fired (with 11 charged bolts fired at Shock Web level 20). The skill could be more fun if increasing Charged Bolt Sentry level increased the number of bolts released per sentry. Alternately a damage increase could improve this skill.

    Lightning Sentry sometimes abbreviated ls
    • No known bugs or issues.
    Death Sentry often abreviated ds
    • Some maintain that since Corpse Explosion received a buff, so should Death Sentry.
    Other Assassin Issues


    _________________________________

    TLDR (too long, didn't read) Summary Version
    There are bugs with the following skills:


    • Dragon Talon (2 bugs: bug with damage calculation, and bug with knockback determination.)
    • Dragon Claw (does not apply charge up bonuses to 2 hits as the description implies)
    • Dragon Flight (shared timer with Shadow Warrior and Shadow Master)
    • Fists of Fire (+%Skill damage does not work with the third charge.)
    • Claws of Thunder (+%Skill damage does not work with the second or third charges.)
    • Phoenix Strike (+%Skill damage does not work with the first, second, or third charge.)
    • Cloak of Shadows (2 bugs: cooldown problems and a bug when used while doing the Ancients)
    • Venom (Using it reduces the effectiveness of external poison damage.)
    • Wake of Inferno (This skill cannot hit moving targets.)

    Of these, fixing Dragon Claw, Dragon Flight, Cloak of Shadows, and Wake of Inferno would probably get the most appreciation.

    The following skills are imbalanced compared to the other assassin skills and the skills of other classes.


    • Dragon Tail
    • Fists of Fire
    • Claws of Thunder
    • Blades of Ice
    • Phoenix Strike
    • Psychic Hammer
    • Blade Sentinel
    • Blade Fury
    • Blade Shield
    • Wake of Fire
    • Wake of Inferno

    Of these, any improvements would be appreciated, however improving the Martial Arts might get the most support. There is a section for suggestions (colored in darker blue) for doing so. (There are also suggestions for improving the Blade skills and Fire trap skills, but these are indicated in lighter blue following the skill.)

    Assassin players would appreciate new runeword or unique claws as long as they were well thought out.

    Posted in: Diablo II
  • 1

    posted a message on 1.13 Assassin
    sixen
    weapon switch on the cheaper setup shouldn't be a hoto.. ideally would be cta but you could use:
    two prebuff claws for casting venom or burst of speed
    demonlimb for enchanting yourself
    (if you had high dragon talon) runeword lawbringer (in fast weapon) for chance to cast decrep
    (if you had high dragon talon) runeword crescent moon (in a fast weapon) for chance to static
    (hel'd) gavel of pain to cast amp from
    lower resist wand to cast lower resist
    lifetap wand to cast lifetap
    alibaba to mf when something is about to die :P
    but hoto wouldn't do the build any good though except for skills which can be better gotten through claws.

    the amulet on the rich build must be over 15% fcr to hit 65% (11 frame) teleporting speed.

    also the fools mod claw on that rich build must have 40ias and the bartucs on the cheaper build must have shael.
    bos must be lvl 11 if there is just 40ias. (level 7 was if if you use an ias jewel in the helm or armor of the cheap build.)

    also you left out my favorite part on the rich build!
    the fools claw was meant to have chance to cast amp damage or alternately for the cheap build use atmas amulet (you had that) or the unique thresher reaper's toll for merc.

    crushing blow with decrep or amp damage is just amazing.

    also dragon talon does not need to be at lvl 24. if the user chooses to use it, then it should be taken to a multiple of six with gear on (get to level 6, 12, 18, 24, 30 etc) so that you're getting that extra kick.

    shadow master does not need to be at lvl 25. (i hardly ever put more than 1 point to it.. i just said that lvl 17 and 25 are breakpoint levels... so that if you've got your shadow at lvl 16 with your end game gear, then you might as well put a point since the shadow's gear improves at lvl 17.


    also if you chose to extra points could be put to death sentry for the increased radius on corpse explosion or alternately one could put points to fire blast so that each sentry would fire more times.

    (PS GOOD JOB IM SORRY FOR BEING SO CONFUSING, I KNOW THAT WAS AN AGONIZING CHAT) :P



    Quote from "Zhar" »
    Totally disagree on the gear you've got there.

    Get yourself a vampire gaze socketed with an Um, this way, you can disregard fade
    fade is left at lvl 1 in that build up there.. it was meant to use bos
    (would only use fade on that when teleporting to a location to reduce any curses that might be applied while on route.)

    also life steal (excluding that from lifetap) doesnt help THAT much in hell due to the damage reduce that mobs have in hell and the penalties of life and mana steal (2/3 cut).

    Quote from "Zhar" »

    A fortitude/duress armor. Fortitude later, Duress is the poor man's fort. Once more, it lessens the need for fade. Both are also great melee armors, and work incredibly well with the build I've got.
    love duress for early levels but once you've gotten used to enigma you can't go back.. i use a teleport ammy on my sins until i can get enigma.
    just love the mobility and positioning that it affords.

    havent been into going for high damage since 1.09 because of IM.. but might give fort another chance :)
    agree with you that duress owns (one of my ptr sins uses it atm).

    Quote from "Zhar" »

    Two bartucs, ditch one of the jade talons. This way, you can utilize martial arts more effectively, and much faster. This offsets the reduced resistances, since you'll be able to steal life quicker, and more of it. Plus, you'll be doing more damage to boot.
    the build above was meant to hit 5 frames (2 hits in 10 frames).
    as long as it has 40ias and lvl 11 burst of speed with gear then it will.
    it's fastest speed you're not gonna get faster with another bartuc. though it would be more damage and stats.

    would never go out in hell without max res.. no matter how much lifesteal i had.

    Quote from "Zhar" »

    Dungos for belt, though. You need the reduced damage, helps work through those melee encounters. Since the assassin is fragile as is, the DR helps keep you alive, as does the vitality.

    Highlords for the ammy, the skills and IAS help incredibly. Once more, lets you dish out more damage faster, and steal more life faster.

    BK ring and a Ravenfrost. That cannot be frozen is completely crucial to an assassin. The BK helps immensely as well, as the life leech will save your ass.

    i agree that you need the ravenfrost for cbf (cannot be frozen).
    i'd rather use other things besides highlords for a phoenix build unless i absolutely needed the ias..
    but for other builds (tiger strike for instance) i could see using it for the deadly strike.

    really, it doesn't matter what gear you use as long as you have max resists, max (or close) dr, high block, decent ar, and hit your ias, fhr, and fcr breakpoints.
    those are the goals to reach. how you do it is variable. (and i like that!)


    Quote from "Zhar" »

    And, Gore riders for boots. There is really no alternative to them, the crushing blow lets you take down bosses incredibly fast.
    goblin toes has more cb than gore riders.
    gore riders are acceptable also if you have enough cb in other places.. gives the addes bonus of deadly strike and frw (though deadly strike won't work on kicks).


    Quote from "Zhar" »

    Now, the key to this build, is Burst of Speed.


    It's built around weening yourself off fade, so you can fully utilize BOS to kill much faster. The gore riders come into effect here, since you're landing more blows, and thus, have many more chances to trigger a crushing blow. Hence, this build is great for boss killing.
    any build can have max attack speeds regardless of whether or not you use fade or burst of speed. you just have to work harder in your claw and other gear choices when using fade to make sure you hit them.

    Quote from "Zhar" »

    I also use the same layout for the shadow disciples skill tree, cept for Burst of speed, and Weapon block. I usually put about 10 into each, since the diminishing returns seem to kick in around here. Weapon block is necessary, since once more, you're in heavy melee combat. It, along with the damage reduction, keeps you alive long enough to steal back life using burst of speed, and your claws.
    weapon block and burst of speed just need to be at the correct levels to hit your 60% block (lvl 26) and whatever ias you need to hit max fpa with your attacks
    no need to throw extra points away (though you're right that it's around lvl 8-10 claw block that you'll need to get 26 with most gear).
    burst of speed can usually be left at lvl 1 (and supplemented with gear) if you're using two fast claws. using a fast claw (blade talon, greater talon, runic talon) and a slow one like wrist sword means that you might need to put more than 1. however, just figure out how much you need
    (you can use this calculator) and don't put more than you need.

    .... I should write a martial arts assassin guide.
    despite nickpicking would like to read it :)
    think you've got a lot of good reasoning.


    Quote from "Siaynoq" »
    My basic philosophy toward the melee Assassin is similar to Zhar's. I dump most stat points into dexterity and bring that attack rating up as high as possible. Then you wanna get all the life leech you can get. I had some 10% Dracs once that were pretty damn sweet, among a combination of other items that had my life leech up to 60 something percent.
    i am obsessed with crushing blow in conjunction with decrep or amp damage, that's why i don't use dracs (except when ubering).
    but if you weren't going for amp or decrepify then i agree that they're awesome.



    Quote from "Siaynoq" »

    So basically, instead of lots of vitality, I just make sure my chance to hit is very high so when life is low, about three direct hits on just about any monsters (not skeletons) would bring my life completely to full. That's my own form of Vitality itself.
    sounds too risky for hc.. but fun

    Quote from "Siaynoq" »

    I think Fade is completely useless just because it's easy to eventually max out resistances through items alone.
    fade gives damage reduce per level.. that's what makes it amazing. at high level, it gives you a lot of choices about what gear you can use while still maintaining max damage reduce.


    Quote from "Siaynoq" »
    Yeah but increasing your dexterity for the Assassin increases attack rating as well as the overall damage done.
    ar through items (like fools claws, visionary helms, angelic amulet/rings, enchant) increase your ar more than pure dex can.


    Quote from "Siaynoq" »

    I also hate, and this is one thing ES rightly corrected, how the orbs are so short lived
    how long do they last on on ES?


    Quote from "Zhar" »

    edit: Yep, that's what happens. So if you had a charm that gave you 50 poison damage over 4 seconds, it would be reduced to 5 damage over .4 seconds when using venom.

    yea don't use psn charms with venom.. i agree unfair.



    Quote from "Siaynoq" »
    There's just no room in that world of snobby battle.net freaks for my humble Sin character build.
    maybe someday :)
    Posted in: Diablo II
  • 2

    posted a message on The Wait is Over -- PTR Patch 1.13
    really excited that it's here, but (as i thought i would be) im disappointed in the things they chose to change and not change. (especially in regard to the assassin)

    iron maiden being removed is the only one i was i was floored about



    edit:*blood-doll if anyone wants to msg/play
    Posted in: News & Announcements
  • 1

    posted a message on Diablo 2 Mini Games
    few fun games:

    1) who can die the fastest: run new characters to their death.
    -make new chars
    -enter a game on hardcore (preferably one where other people are leveling/playing so they can be shocked by your ineptitude)
    -remove shields (if you were stupid enough to make a character that has a shied)
    -start at the rogue encampment entrance and run into the blood moor and on..
    -whoever dies first wins
    play best 3/5 or etc

    2) who can live the longest: run new characters through act1 without killing mobs or dying.
    -make new chars
    -enter a game on hardcore
    -run without fighting mobs WITH your opponent to as far as you can go
    -whoever gets furthest without dying wins


    3) charge wars (requires collecting charged items over a long period of time): duel (preferably on hardcore) with items that grant charges.
    "you are only allowed to use skills of other classes"

    -over time collect random items that grant charges. when you and another person each have a full mule account proceed to step 2
    -you and the other person lvl chars to 60 (all stats to strength and dex NO skill points spent)
    -clear the blood moore with a capable character
    -place the charged items from both mules in blood moore
    -lvl 60 characters (naked, all points to str/dex, no skill points used) hostile each other and enter the blood moore
    -pick up charged items and duel to the death (when the charges are out of an item drop it and get another till all are gone or one person dies)
    Posted in: Diablo II
  • 1

    posted a message on What are Breakpoints?
    breakpoints can be found here.

    (also from this site's wiki is another explanation of breakpoints.)
    Posted in: Diablo II
  • 1

    posted a message on Amulet Cube recipe
    can be found from the arreat summit crafting page:

    Hit Power Amulet
    RECIPE:
    Magic Amulet

    Thul Rune
    Perfect Sapphire
    Any Jewel

    GRANTS
    Hit Causes Monster To Flee (3-11)%
    5% Chance To Cast Level 4 Frost Nova When Struck
    Attacker Takes Damage of (3-10)

    _________________________________________________
    Blood Amulet
    RECIPE:
    Magic Amulet

    Amn Rune
    Perfect Ruby
    Any Jewel

    GRANTS
    5-10% Faster Run/Walk
    (1-4)% Life Stolen Per Hit
    +(10-20) To Life

    _________________________________________________
    Caster Amulet
    RECIPE:
    Magic Amulet

    Ral Rune
    Perfect Amethyst
    Any Jewel

    GRANTS
    (5-10)% Faster Cast Rate
    Regenerate Mana (4-10)%
    + (10-20) To Mana

    _________________________________________________
    Safety Amulet
    RECIPE:
    Magic Amulet

    Thul Rune
    Perfect Emerald
    Any Jewel

    GRANTS
    + (1-10)% Increased Chance Of Blocking
    Magic Damage Reduced By (1-2)
    Damage Reduced By (1-4)
    Posted in: Diablo II
  • 1

    posted a message on demo/gameplay reflections
    post what you have seen/experienced


    item mods i noticed from the demo:
    magic find was there
    +life or mana
    +lightning damage fire damage
    + individual stats were there
    + all attributes
    increased casting speed
    increased spell damage
    + .06 attacks per second
    + 8 more experience per mob killed
    (last three were new/surprising)

    lots of stuff that would give bonuses then say (witchdoctor or wizard only)

    weapons would show a range but display the average damage at the top

    lots of scrolls:
    scroll of increased strength
    scroll of rejuvenation (increased mana regen i think.. can't remember 100%)


    other things:
    shrines (they said wouldn't be returning) were plentiful in the demo
    potions have (a minute?) cooldown
    Posted in: Diablo III General Discussion
  • 1

    posted a message on New Diablo 3 Character Class: The Monk!
    i was really disappointed when i heard the 4th class was a monk, however it's by far the most fun to play based on the blizzcon demo.

    i was hoping for an assassin-like class and the monk is slightly assassinish in the playstyle. one skill reminds me a lot of dragon flight and another a lot like cloak of shadows.(i can't read back through the post to see if they've been discussed because i'm on a terrible net - but i'll catch up later)

    the way the combos/chaining skills work is very fun also.
    each skill of the demo has 3 variations so that if you're on stage one, or stage two, or stage three they do different things.
    i wish the chain level/stage you were on was visible somewhere though.
    right now i think you just have to know based on timing (like if more than .6 sec passes then you're back to stage 1 then count from there)

    but anyway the monk is more fun to play than any of the others, for me at least.
    Posted in: News & Announcements
  • 1

    posted a message on Assassin Questions
    Quote from "rlstoner2004" »
    Making a Kicksin, Some questions that are coming up:

    When using talon, is the primary speed from casting or attack speed? I would assume casting, since the kicks are pretty much set at 6/2/2/2?


    talon kick goes off of ias.. and your weapon and whether or not you're using burst of speed matter tremendously.

    to figure out how fast you're kicking or how much ias you need, i use this:
    EIAS    Fpa
    -30    18
    -27    17
    -23    16
    -18    15
    -13    14
    -7    13
    0    12
    9    11
    19    10
    31    9
    45    8
    63    7
    look up whatever weapon you're using on arreat summit.
    look at the speed and change the sign of the speed (negative to positive, positive to negative)
    so for example:
    a -30 weapon is +30 eias
    a +10 weapon is -10 eais

    ias on gear you need to convert to eias
    with this formula
    EIAS = (120*IAS)/(120+IAS)

    so for instance a 15 ias jewel = 13.33 eias
    burst of speed ias = eias
    so if you have lvl 4 burst of speed with gear that gives +34% attack speed, that is 34eais

    then add it all up and compare to that box
    you want to get to 7fpa (your follow up kicks will be max also if you hit that)

    you shouldn't need much ias (if any) if you're using burst of speed and fast weapon (the ones that are high negative like -30 or -20 are fastest)

    Quote from "rlstoner2004" »

    Max of 5 traps?
    out at once yea

    Quote from "rlstoner2004" »

    Death sentry: Does the trap have to be right near the corpses (so that you want to set them up apart?)? Is the "range" the distance it can reach corpses or the corpse explosion range?
    The amount of casts, initially 5, is this how many lightnings, with infinite explosions before 5 lightnings is reaches, or lightnings + corpse explosion, etc?

    the trap does not need to be right near the corpse.. in fact it can be about 17 yards away from a corpse.(which is all of the screen on low resolution, and most of the screen on high res)

    however a mob needs to get near the corpse (like within 5 yards or so) in order for it to trigger the ce instead of the shots of lightning.
    the trap fires 5 times of shots OR corpse explosions. so 1 shot of lightning 4 ces or 2 shots of lighting 3 ces. 0 shots of lightning 5 ces etc
    the radius that gets bigger with skill level is the radius of the corpse explosion, compeletely separate from where the trap is located in relation to the corpse or target mob.

    Quote from "rlstoner2004" »

    Shadow Master vs Warrior?

    master has superior stats (life/resists) and superior AI but warrior gives you more control over the skills that she uses.
    this is because warrior can only use the skills that are on your left and right click, nothing else.
    so if you don't want her say, mind blasting in baal runs, warrior might be better.
    for me i think master is better for pvm and pvp.. i always have 1 point to shadow master on any build (and occasionally more than 1 to get it to level 17 or 25 with gear since those are sort of "breakpoint" levels because they spawn with more gear slots)

    Quote from "rlstoner2004" »

    Kicksins usually dual wield? (therefore invest in weapon block)
    most kicksins use shield because of basically two reasons.
    1) most are pvm and shield (with max block) is really better in pvm
    2) many offhand claw attributes don't transfer to kick while attributes from shields do

    edit:
    Quote from "rlstoner2004" »

    Another about sentry: Does it do Corpse Ex when something comes close to corpse or is it random?

    it isnt random. if a mob is near to a corpse it will ce.. however it also seems to be on a timer (like 1second) for when it checks.
    so if you lay a trap and a mob next to a corpse is within 17m if the timer is cycling and just got done with a check you may have to wait another 1 second before it triggers.
    if that doesn't make sense i'll try to explain it better.
    Posted in: Diablo II
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