The advantage to low level traps is that even high level traps can be easily absorbed, and return quite a bit of life when they are absorbed, however if they are level 1 they can still be absorbed, but will be returning far less life than they would had they been maxed. The great thing about Mind Blast is that it does not matter how much damage your traps are doing, or even if they are doing any at all! Yes, that is correct, if another player is effected by Mind Blast, then even traps that are being totally absorbed (literally healing another player) will still stun the player (forcing hit recovery animations). Thusly, your main goal will be to use MB in order to activate the stun duration on an opponent immediately followed by an array of different traps depending on the situation in order to "stun-lock" your opponent. While the opponent is locked down in very fast consecutive hit recovery breaks, they are completely immobile most of the time, and will constantly have their attacks and movements interrupted, thereby allowing the assassin ample time to charge and release their killing arts on the hapless target.
5B. Amazon
Amazons (zon's) come in three basic breeds, they are : Javazon, Hybrid, and Bowazon. The titles are pretty self explanatory, and is similar to the assassin where the bowazon is ranged, javazon is melee, and hybrid is one that uses skills from both trees.
Javazon: The javazon will commonly come in two different forms, they normally either were Stormshield or the set shield "Whistan's Guard". But, they are the same basic type of fighter, which is a physical tank.
Javazon's will often have very large amounts of dexterity allocated, granting them maximum block potential, very high defense, above average AR, and considerable damage. If that wasn't bad enough, they also usually come with a few more tricks up their sleeve called Dodge, Evade, and Avoid. These skills give chances to ignore melee or ranged attacks while standing still, running, or attacking. Because of this, a normal attack will usually only have a 25% chance of getting past their shields, after that there is only around a 50% chance that the attack will not be dodged (giving you only a 12% chance of successfully hitting them, assuming your attack rating does not fail the to-hit check), and assuming your own attack is not interrupted by a hit recovery or block break.
Their primary skill is commonly Jab, which strikes 3 times in rapid succession, and is more importantly uninterruptible. Because it strikes at you three times fast, it will often cause your own attack to be interrupted by either a block or a hit recovery break, which is why some assassins choose to use elemental attacks (in order to gain their own uninterruptability) against these lightning-fast characters, and due to the fact that their attack is uninterruptible, your Mind Blast will not be as effective against them (since during their attack animations, they can not be interrupted by hit-recovery breaks/stunned). Your goal here will be to bite the bullet and attempt to go head to head with them, because while MB+traps can sometimes be effective in-between their attacks, it is usually not very useful. Instead, it is recommended to primarily use your Shadow to absorb some of the amazon's hits (Jab auto-targets, and your Shadow will sometimes be able to take a third of the strikes away from the amazon's jab that is directed at you).
You will also be using Cobra Strike and Tiger Strike as much as possible. Because these characters are very difficult to hit, it is recommended to try and release charges on them at the soonest possible moment, so that you can gain some sort of foot-hold or upper hand against the amazon. During the course of this battle, it is not uncommon for the assassin to lose charges because they were attempting to get 3 charges before they released, and often the timer will run out on them before they get the next successful hit on the amazon.
Bowazon: Bowazons usually come in three different breeds depending on the bow they have chosen to use. There are the slow bows, such as Buriza Do-Kanyon, which is very damaging and has 100% chance to pierce target. There are very strong bows, and slightly faster than the Buriza, such as Windforce, and then there are medium damage bows that fire very rapidly but don't pack quite the same punch as the other two, and often don't pierce quite as much.
Bowazons will usually take advantage of two different skills in order to deal damage, those are Multi Shot (MS) and Guided Arrow (GA). The best part about dueling a bowazon is that they do not come with a shield, instead they have the skills dodge/evade/avoid to protect them, which are skills similar to the assassin's Weapon Block skill. Therefore, they have less of a chance to ignore attacks, and also they will commonly have less damage reduction, leaving them very vulnerable to both physical and in some cases even elemental attacks.
Amazons also tend to love casting Decoy and Valkyrie in order to protect themselves further. While this is a good tactic, providing a meat shield, it can also work against the amazon when they are dueling assassins. As described above, there is a bug with Dragon Flight [DF], which allows the assassin to be invulnerable to auto-targeting projectiles, such as GA. A good tactic to use against these types of amazons is to purposely DF into either the amazon herself, or her minion, in order to stack you and your Shadow together, enabling the bug and affording you some protection from the amazon's GA's. Doing so will allow you to cast MB+traps at the amazon while under the safe protection of your Shadow. Once the amazon is stun locked, you are able to cast DF once again and begin your barrage of claw attacks directly on the amazon. Some amazons are aware of this bug with DF, and do not cast minions, in this situation, you are still able to take advantage of the bug by DF'ing directly into the amazon herself, and so long as your Shadow is directly ontop of you, all GAs that are currently tracking you, or new GAs that the amazon fires, will pass through you.
The amazon will often immediately run away from the assassin, however, and this is your time to make use of your [SHIFT] key. You should, while holding shift (so as not to move out of place), begin to cast your MB and traps at the amazon, and then immediately cast DF once again in order to get in close. Be aware of your SM's position though, because if it moves, then the GA's will begin tracking normally. Sometimes when the amazon has particularly low DR, and your SM has a particular high slvl, you will get lucky and the SM will use DC against the amazon and kill her in a single swing.
When advancing on an amazon, you should take advantage of your speed, and move in towards her in a spiral fashion (the amazon being the center of the spiral, and you being the outside ring), because in doing this, you will be able to move closer to the amazon while avoiding GA's. If you were to advance in a direct approach, you will most assuredly be pounded by GAs or MSs that will not be as easily avoided had you taken a different route.
Another thing that should be noted about bowazons is that they commonly use quite a bit of r/w, and are therefore able to easily avoid your slow moving, short-ranged Wake of Fire [WoF] traps, due to this it is often better to use LS to initially "catch" the amazon a few times with MB+LS, then once you are able to advance on the amazon, start sticking her with WoF in order to keep her in place.
During this duel is when a low level DF will actually work to your advantage, because it is very difficult to charge Tigers off an amazon, it is crucial that you make every charge count, and if you were to have a high level DF, then the charges could potentially be "wasted" if you used DF to release the charges. However, by having a low level DF, the chances are that it will miss its mark and you will not release your charges, but will still be right next to the amazon fully charged and ready to release with your claw (which is usually 3 to 4 times stronger charged with TS than a max DF is).
Hybrid: Good luck. Hehe, seriously. These zon's are no laughing matter, as they have both the advantage of ranged attacks with extreme damage, and the safety of a shield AND dodges AND physical damage reduction. Your goal here will be to get as close to the amazon as possible and force the other player to go head-to-head rather than the touch-and-go game that most bowazon's play. Once you have them head to head with you, treat them as you would a javazon. One good tip to use here, however, is to "fake out" the amazon once you get a few charges. After you have at least 2 charges, you can run from battle, the amazon will often not pursue you and will instead switch to a bow and start flinging GA's at you. This is a perfect time to quick switch to DF and fly at the amazon full force when their guard is down and release your Tiger ASAP.
5C. Assassin
As with Amazons, the assassin will have three basic builds, they are : Martial, Hybrid, Trap.
Martial: This will be the true test of your skill, as you are going head-to-head with another assassin. In sin vs. sin duels, you will need to use all of your skills to the best of your ability. Start out by getting close to your opponent and forcing them to either go head-to-head with you or run away. If they are running, they are not attacking, and thus you are able to start casting MB+traps on them and stun them. If they go head-to-head, you will need to get your charges built and released first, because often if you come second in line, you are the one that is going to die first. Use your shadow to your advantage, and make it occupy your opponents shadow and/or start adding passive damage to your opponent. If for some reason you do come out second in line, then you best run! It is common practice in sin vs. sin duels to retreat from battle temporarily in order to drain the opponents charge-timer. This tactic will also allow you to recoil and start casting traps+MB in hopes of stun-locking your opponent. Just keep in mind that your opponent is capable of doing the same things you are able to do, and they will often run away from your charges in order to make sure you never get a chance to release them. Because of this, it is often a guessing game as to when you should/shouldn't release your charges.
Hybrid: Hybrid assassins are usually more adept at the stunning game, as they come equipped with more mana and sometimes with weapon switches that give them bonuses to skills and faster casting. Thus, it is important for you not to try and out-cast this breed of sin, rather you must try and force the opponent to go head-to-head. Being that you are a pure-breed, you will have a better chance of winning in a melee duel, but be wary of their charges, because even though they are suited up differently than you they are still able to pack quite a punch.
Trapper: Trappers will be much the same as you, only their traps will actually be causing damage. They also will have the advantage of faster cast and sometimes much more life than you. Because of this, you should not try and out-cast this sin, and just as you would an amazon, you need to get as close to these characters as soon as possible. The one thing that varies between a trapper and an amazon is that you should not try and use traps against them at all, as they will usually be able to out-trap you. Instead, just use your shadow and MB to the best of your ability. MB is still useful outside of the MB+trap combo, because pretty much any damage that is inflicted on the target will cause additional stun, and this can be useful when fighting trap sin's since your shadow, or even your kick from DF will sometimes get a lucky hit off, and buy you some time to get a claw strike in here-and-there. This is another situation where a low level DF is actually a benefit, because every charge counts in this duel, and if you were to have a high level DF the possibility of accidentally "wasting"/releasing charges on the trapper with DF would be detrimental, as a fully charged normal attack would do far more damage than max DF.
5D. Barbarian
There's usually only two types of Barbs, because Barb's can easily max both Whirl Wind (WW) and Berserk (zerk), and that's a typical barbarian (Barb). The other type of barb is a Thrower.
Barb: Do not attempt to engage the barbarian in a head-to-head match, as you will almost always lose. Instead you will need to use MB+WoF in order to stunlock the barb, and hopefully you will be able to get a lucky claw strike in here-and-there, but if for any reason the barb is able to break free of the lock, you must retreat immediately, as they can easily punish any melee assassin. Another useful trick to use is to hug the wall or move up against the parameter of the area your are fighting the barb. This tactic will make it difficult for the barb to WW effectively, and also force the barb to either WW directly through you or away from you, because when a barb WW's directly into a wall, it will usually interrupt the WW.
Thrower: Sometimes you'll occasionally find a throw barb, and they should generally be treated as sort of a amazon/trapsin cross, since they are ranged, but their projectiles will not auto-target you.
Authors note: My only solid advice to you here is to find a different duel, unfortunately.
5E. Druid
Druids come in two different forms : Werewolf and Werebear.
Werewolf: Werewolf druids can pretty much be treated as though they were javazons with a few minor differences. The first is that they swing 5 times in rapid succession rather than 3 times. The second is that their minions are something that you will need to pay much more attention to, as they can be both very deadly and very useful. Unlike the SM, the druids' Bear minion is a target that you can leech life from. This can be very useful when you are low on life against the druid, as you are able to get a quick-fix by releasing Cobra charges on one. However, the minions are not to be messed with, as the druid's bear is often much stronger than the assassin's SM and will usually cause stun durations on you when it connects with a successful attack. Because of this, it is very important to kill these as quickly as possible.
Their ravens are also something that you should be aware of, as even though they do not do any sort of real damage, they will often cause you to block, which will lock up your shield and interrupt your attacks during a duel with the druid. Ravens, however, move very slow, and you are able to reposition yourself by temporarily retreating from battle, and the ravens will follow, but rather slowly, giving you time to commence battle with the druid uninterrupted.
The last and most important detail about the druid is that unlike the amazon's jab, their attack is interruptible if you catch them in the right time frame. In other words, your MB+WoF stunlock will be very useful here. The druid will still be able to attack and defend himself, but not nearly as well as a javazon can. Not only that, but druids have one of the slowest hit recovery and block speeds in the game (next to the necromancer and sorceress). The primary except to the rule of killing off druid minions is to be wary of the Oak Sage. The other minions that the druid will commonly cast should be dealt with immediately, however Oak Sage is a different story because of the mechanics it uses when giving life bonuses to the druid. If you kill the Sage, it gives the druid an opportunity to take advantage of the way Sage operates, and use a re-cast trick that makes them heal almost instantly to the life they were at before ever being hurt. Druid are not supposed to use this trick in manner games, however sometimes it is unavoidable.
Werebear: These are quite deadly if you are not cautious as pretty much any and all of their attacks will stun you, even their minion (Maul and Grizzly "Bear"). Your primary goal here will be to take advantage of their very slow hit recoveries and block speeds by attempting to stunlock them and eliminate any and all minions they have summoned. Often, their minions will cause you more trouble than the druid itself. The most important thing to remember in this battle is not to get pinned down near a wall, you have to keep yourself on open ground and use the druid's minions to leech from as often as possible (killing the minion in the process).
5F. Necromancer
There's usually only one type of necromancer (Necro), and that's an evil one.
Necro: 9 times out of 10, an MA assassin will lose this match. However it is not impossible to win. You must always be moving in a battle with a necromancer. If you stop moving for even the briefest of moments, even to sneeze, you will probably find yourself turned into a gooey pile of ectoplasm.
They have two basic attacks and normally use a minion, these attacks are Poison Nova (PN) and Bone Spirit (BS). BS is much like the amazon's GA skill with a few differences. Unlike the amazon's GA skill, BS actually moves quite slow and is easy to outrun. PN acts somewhat like the sorceress' Nova skill, except it actually is much larger (covering the whole screen when standing next to a necro that casts it) and a bit slower. However, there are two key things that help when dueling a necromancer. The first is that just like GA, the assassin can take advantage of the DF bug and ignore both PN and BS. The second thing to remember is that necromancers have the absolute slowest block rates in the game, and they also have the second slowest hit recovery rates (next to the druid). Thusly, the tactic of using the DF bug comes in handy here, as you are able to buy some time under the protection of your Shadow to attempt to stunlock these opponents. The problem is however, that commonly, necromancers are much like assassins and move exceptionally fast, making it hard to even hit them with any traps at all. Because of this, it is recommended to use LS until you hit them with one or two bolts, while they are recovering from the LS bolts, you should be immediately casting WoF in order to attempt to stunlock them. If miraculously you somehow manage to stun the necro with a stray WoF, then by all means cast more! One WoF trap is usually not enough to keep a necromancer locked down, and it usually takes 3-5 WoF traps hitting the necromancer all at once to actually keep them pinned to the ground.
Never let the necromancer get very far away from you, and never pay much attention to the necromancer's minions, because if you do either of these things you will often end up giving the necromancer ample time to set about 50 bone spirits on your trail (which will mean instant death if they catch up with you). As before, this is yet another situation where max DF would actually be detrimental to your strategy.
Authors note: Even though you will lose these matches more often than not, duels with necromancers can be extremely fun for the assassin, and very good practice.
5G. Paladin
There are four basic builds for the Paladin. They are : Zealot, Charge-a-din, Vindicator (Smite Paladin), and Templar (FoH Paladin).
Zealot: See Werewolf Druid. You'll be using the same basic strategy against them as you would a druid, except that you need not worry about minions in this case. However, it should be noted that even though the Zealot's attacks are interruptible, it is often not very easy to keep these characters pinned in stun-lock, this is because the paladin's hit recovery frames are the fastest in the game. This breed of paladin in particular will usually be able to break free of your traps with a certain level of ease, though during head-to-head combat, they will constantly be getting their attacks interrupted if you lay your traps and keep the MB going giving you the upper hand.
Chargadin: See Werebear Druid. Same basic strategy. Avoid being hit at all costs. You won't need to worry about minions at all. Make sure you lock them before trying to advance on them. The primary difference that should be noted is that a chargadin will be able to move very quickly with charge, and may be somewhat more difficult to avoid, but once you get a good understanding of how charge actually works, it's pretty simple to strafe across paladins and avoid being hit. It just takes a bit of practice.
Vindicator: See Werebear Druid. Same basic strategy. Avoid being hit at all costs. You won't need to worry about minions at all. Make sure you lock them before trying to advance on them. The primary difference between a werebear and a smiter is that a vindicator will also come with an evil aura called Holy Freeze, which slows all targets down by about 50% within full screen radius. These paladins can be very difficult to topple, and you will need to play a mongoose-cobra game with them, making absolutely sure they don't actually get a chance to smite you before you are able to stunlock them.
Templar: FoH stands for Fist of the Heavens, which is a lightning based attack that auto-targets and has a particularly long cast delay. See Necromancer. You can pretty much treat these like weaker versions of necromancers. While their conviction aura and FoH are quite deadly when combined, you should never have to worry about actually being hit by FoH because your shadow will 9 times out of 10 take the hit for you. Just keep using DF to keep your shadow close to you, and it will almost always take the FoH hit. And unlike the necromancers Lower resist skill, or the sorceress' cold mastery; conviction does not lower your resistances by a %, instead it lowers it by a number, so it is actually pretty easy to compensate for by wearing 4 socketed armor with multiple Ort runes and a 3 socketed helm with multiple Ort runes, along with a Tgods belt, of course. Since the FoH'ers attack will be mainly lightning damage, you need not concern yourself with physical damage reduction or any other sort of resistance at all.
5H. Sorceress
There are two basic breeds of sorceress' with three subclasses. These are : Full DR sorceress, Tweaker Sorceress. The subclasses are : Cold, Fire, and Lightning.
DR Sorceress: These witches of Zann Esu are about as hard to actually damage as a hybrid amazon. They come packed with full damage reduction (hence the name), and commonly over 50% Energy Shield, which coverts physical damage from life into damage to their mana supply, making the physical damage you deal about half as effective on them as any other character. They also come with full blocking and fast casting, along with loads of mana and life, making them extremely difficult to actually hit. Fortunately, there is a silver lining to this dark little cloud, and that is the fact that sorceresses have THE slowest hit recovery rates in the game, and also have the second slowest block rate (next to the shifted druid). This makes them easy prey for stun-locking, however the problem with that is actually getting them into stun is usually the trick. Often there's a catch even if you do somehow succeed in locking them, and that is the fact that they sometimes were the Oculus (occy), which has the innate ability to automatically (and instantly) teleport its wearer to a random location within sight range (kind of like the phase skill from D1). Occy sorceresses are therefore sometimes tricky to actually keep pinned down because even if you are absolutely sure you have them locked down, they can still sometimes get saved by their occy. And as if that wasn't bad enough, it gets worse. Even if you do manage to get them locked, they are by no means helpless, as their Thunderstorm skill will usually still be active and still steadily send bolts of doom from the sky to fry your sin. For this reason, it is advised to most assassin's to forget about DR and blocking, instead concentrate on absorb and resistances.
You should consider using Tgods belt if you're not already, and scrap the Stormshield for something with better resistances (like a 4x perfect diamond shield). Also make sure that you have a 7fps attack rate when dueling them, as sometimes if they have particularly slow blocking and hit recoveries, you are able to lock them simply by clawing at them. In order to get them in a lock, you should use both LS and WoF evenly and spread them around you in a small circle. Normally, a sorceress will be able to out-teleport a WoF trap, but it is important to have a few of them down in case one of your LS's does actually hit. If it does, the next thing that will hit is a slow-moving WoF wave that will put the sorceress in another hit recovery animation, buying you some time to lay more traps, cast another MB, and move in for the strike. Always keep your SM active against these, and try to keep them as close to you as possible, as they will provide you will some minor protection.
Tweaker: This is another match that the MA assassin is predominately at a very large disadvantage.
Tweaker sorceresses are the ones that wear as much faster casting, +skills, and FHR as possible with the intention of making extremely fast drive-bys with their lightning fast teleportation and extremely powerful elemental skills. In order to duel these sorceresses, you just have to keep in mind that they are actually pretty vulnerable, which is why they never stand still for more than a split second. They will most always be able to cast much faster than you, and they can recover from MB quite a bit faster than they normally would (as a DR sorceress). Thus, trying to stun lock them is pretty much useless. More often than not, they will be able to teleport in between traps without the second one hitting in time to catch them and lock them. They will also be able to teleport nearly instantly away if you cast MB on them (meaning if you cast MB and it hits them, by the time you cast DF they will be in mid-teleport).
The only real way to beat them is to wait for them to do a drive-by attack, because they will need to pause for a moment and aim their skill at you, rather than just teleporting continuously. While they are aiming, you have a brief second of time to make your move, which will probably have to be DF. Sometimes you will get lucky and your SM will be able to kill them for you when you DF, however this is not always the case. Some adept tweaker sorceresses are so skilled at teleporting and dropping attacks on the fly that they are able to teleport away from your DF before you even begin the kick animation. This is probably the one and only situation where it might actually be desirable to have a max DF, because getting any hit at all on these sprites of doom is difficult in on itself, so you pretty much would want to take what you can get, however maxing DF is not recommended unless you intend to duel against tweaker sorceresses exclusively (since against almost all other classes a max DF would be more detrimental than it is useful).
6. Charm Selection
Your initial task with charms is to make sure that you will have maximum resistances (res) in the difficulty you are dueling in. In order to max your res, you will need to find "Shimmering" charms, a magical charm prefix that adds prismatic resistances, or charms that have resistances to a specific house of element (which usually can be double the amount of resistances than a "shimmering" modifier, but only to one element).
Your next task will be to make sure you are at (or above) 63% faster hit recovery (FHR). A lot of the time you will already have nearly enough FHR from gear modifiers such as what is seen on Bartucs, Arkaines Valor, or Blood Fist (each of these add 30%). However, when using a cruel claw and ed/max armor, you will often come up short on FHR and require some charms with FHR mods on them called "of balance" charms and are most common on small charms with 5% FHR, or grand charms with 12% FHR.
The rest of your inventory space should ideally be reserved for life and damage. You should be aiming mainly for maximum damage charms rather than elemental damage charms, because the assassin will benefit from physical damage increases more-so than elemental for a few reasons, they are : critical strike doubled the physical damage increase, physical damage = leech = more life returned, physical damage can not be absorbed or resisted past 75% (where as elementals can), and using excessive poison is usually considered BM. With that said, it is usually wise to have no more than 300 poison damage in charms when dueling in legit duels, however some private clans and tournaments restrict the maximum amount of poison you are allowed to 200. Even so, it is wise to have at least a little poison damage in your inventory to help negate your opponents life leech just a little.
Now, "ideally" you would have your inventory filled with max/ar/life charms (like sharp charm of vita), most commonly seen as +3 max damage / 20 AR / +20 life, however these are quite rare and very expensive to buy on the market. Usually it depends on what claw you use as far as charm selection goes, because a cruel claw setup with generally leave your life rating very low, and most assassin's find they need more vita than damage while wielding a cruel, where as Bartuc users find their life to be healthy enough and usually spend more space in their inventory on damage.
Skill charms are usually not recommended for the MA assassin, though they can help to boost your damage and AR slightly, as well as give a bonus to the leech from your Cobra, however the damage increase involved with skill charms is usually not quite as large as you would get with small charms with physical damage.
Another thing that should be noted about selecting your charms is your AR. Grand charms can have a maximum prefix bonus of +49-76 AR, while large charms come with a max of +21-48 attack rating, and small charms come with a maximum of +10-20 AR. It is the consensus of most veteran assassins that an assassin should try and aim for about 10k to 15k AR in order to keep a reasonable to-hit rate against most classes. For this reason, it is important to balance out your gear, skills, and charm accordingly in order to get a decent to-hit rate (AR).
Lastly, the damage bonus and life should be closely considered as well. Some comparison is needed in order to determine which types are right for you. Small charms are able to have a maximum of +3 max damage, +20 AR, and +20 life (fine small charm of vita). Large charms are able to achieve a maximum of +6 max damage, +48 AR, and +35 life (sharp large charm of vita). Grand charms are able to receive a maximum bonus of +10 maximum damage, +76 AR, and potentially +45 life (sharp grand charm of vita). When comparing these charms, we see that 3 of the small charms gives : 9 max, 60 AR, 60 life. A large charm and small charm together give: 9 max, 48 AR, 55 life. The grand charm is giving 10 max, 76 AR, and most commonly only 40 life (though they can reach 45). Because of this, you gain more life with small charms than you would gain using a combination of large and small, or a single grand; the only sacrifice is the loss of 1 max damage and 16 AR (maxing small charms better).
It is a common misconception that grand charms are able to achieve a +50 life bonus, however this is not possible because the monster's level would have to be > than 109, which is not possible (no monster in the game can go above level 99). Grand charms that have a bonus of 45 life can only spawn from monsters that have a level > 90, meaning normal hell monsters can not drop them, only boss packs, super uniques, and act bosses in hell mode will have a level > 90.
7. Credits
Thanks to :
Assassin FAQ
Chippy Dip's
DiabloII.Net
Fuzzbox's IAS
Oneko's
PvP FAQ
Spirea's
.....Broke the rubba, busted another all up in ya motha, so how u feel like havin another baby brotha? Wha? dont studda, ya pants hangin so low ya new baby brotha can be ya new lova!......
My Personal Website!
www.dimensionforums.com
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