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=Bow & Crossbow= | This FAQ was written during v1.09, and the skill and item sections are outdated in v1.10+. | ||
{{Guide_top | |||
|game= Diablo II | |||
|patch= 1.09 | |||
|pve= Yes | |||
|pvp= Yes | |||
|class= Amazon | |||
|related= [[Amazon]] | |||
}} | |||
== Bow & Crossbow == | |||
==1. Which is better, strafe or multishot?== | ==1. Which is better, strafe or multishot?== | ||
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Char-grilled Zombie, anyone? | Char-grilled Zombie, anyone? | ||
But then there is also Fire Arrow, the level 1 skill that is rather helpful to those that have high physical damage. This little skill converts a | But then there is also Fire Arrow, the level 1 skill that is rather helpful to those that have high physical damage. This little skill converts a part of your physical damage into fire damage - 3% at level 1, with another 2% per level past that. It won't do Magazons much good since their bow is most of the time not incredibly damaging, but it is considered an excellent physical immune killing skill for physical damage bowazons. | ||
==3. Is maxing Guided Arrow a must?== | ==3. Is maxing Guided Arrow a must?== | ||
Guided | In 1.09, Guided Arrow was one of the most effective skills in the game, as it was capable of peircing an enemy, turning around, and hitting them again, for four or five hits per arrow. Since 1.10 (we are in 1.11b as of this writing), however, this has been nerfed, and peirce no longer works in combination with Guided Arrow. It is still, however, an excellent single-enemy killing skill for bowazons, and is used frequently by hybrid javelin/bow amazons to pick off straggling enemies. | ||
It is the main skill used for Player vs Player (PvP) as it does not require a great deal of aiming – point-and-click should suffice. You may also like to max it if the overly-strenuous chore of aiming is too much for you. | It is the main skill used for Player vs Player (PvP) as it does not require a great deal of aiming – point-and-click should suffice. You may also like to max it if the overly-strenuous chore of aiming is too much for you. | ||
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Magic arrow has some advantages over using normal attack because it doesn't spend any of your arrows or bolts, but rather spends your mana to create an arrow or a bolt. This skill can be useful when you just ran out of arrows / bolts. However, the damage bonus is not % based and is insignificant to justify the pumping of this skill. Putting any more point than one in this skill is a complete waste, except for the Sniper Subclass. Note that the bonus damage is physical and that this attack requires attack rating. | Magic arrow has some advantages over using normal attack because it doesn't spend any of your arrows or bolts, but rather spends your mana to create an arrow or a bolt. This skill can be useful when you just ran out of arrows / bolts. However, the damage bonus is not % based and is insignificant to justify the pumping of this skill. Putting any more point than one in this skill is a complete waste, except for the Sniper Subclass. Note that the bonus damage is physical and that this attack requires attack rating. | ||
Unique Bows and Crossbows can spawn with the mod "Shoots Magical Arrows", which means that these bows do not use up any arrows, like the skill, however | Unique Bows and Crossbows can spawn with the mod "Shoots Magical Arrows", which means that these bows do not use up any arrows, like the skill, however arrows must still be equipped to be capable of shooting. Attack rating is also here required for hitting creatures. The Magical Arrow will only be shot if the player uses "normal attack". If the player uses any other amazon attack skill, then the magic arrow will be overwritten by the specific skill and arrows are used up. The level of the magic arrow spawned is comparable to skill level l. | ||
It is also worth noting that Magic Arrow converts 1% of your damage per level into pure magic damage, bypassing physical immunity but also reducing the amount of leech you gain from it. | |||
==5. Are points in Pierce wasted if you use a Buriza?== | ==5. Are points in Pierce wasted if you use a Buriza?== | ||
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==6. Which Bow and Crossbow Skills leech life and/or mana?== | ==6. Which Bow and Crossbow Skills leech life and/or mana?== | ||
Currently, as of patch 1. | Currently, as of patch 1.11b, you can leech life and/or mana with any arrow based attack - however, skills that provide a "burst" of damage effect, including freezing arrow, exploding arrow, and immolation arrow, leech only off of the physical damage of the arrow, and not the elemental damage. Also, the skills Cold Arrow, Fire Arrow, and Magic Arrow all convert a portion of your physical damage into elemental or magical damage, and as a result, will be capable of leeching less, as the physical damage is lower. | ||
Unique Bows and Crossbows can spawn with the mod "Shoots Exploding Arrows", which means that on "normal attack" the bow will shoot exploding arrows like the skill. This working of this property is comparable to the "Shoot Magical Arrows" property. Arrows are however always required for exploding arrow, but they will always hit. Like the skill, one cannot leech with bows that have the "Shoot Exploding Arrow" feature. The level of the exploding arrow is 1, but additional fire damage sources on the bow get added to the burst of fire from the skill. If the player uses any other attack including the exploding arrow skill itself, will the feature be overwritten. One can still leech with these bows if one uses any of the other attack skills. | |||
== Passive & Magic == | |||
Unique Bows and Crossbows can spawn with the mod "Shoots Exploding Arrows", which means that on "normal attack" the bow will shoot exploding arrows like the skill. This working of this property is comparable to the "Shoot Magical Arrows" property. Arrows are however always required for exploding arrow, but they will always hit. Like the skill, one cannot leech with bows that have the "Shoot Exploding Arrow" feature. The level of the exploding arrow is 1, but | |||
=Passive & Magic= | |||
==1. How does Critical Strike work?== | ==1. How does Critical Strike work?== | ||
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You can use either Inner Sight or Slow Missiles to spot monsters behind closed doors. Walk right up to the closed door (don’t open it!), and cast IS or SM. If you see a bright patch of light appear behind the door, watch out. | You can use either Inner Sight or Slow Missiles to spot monsters behind closed doors. Walk right up to the closed door (don’t open it!), and cast IS or SM. If you see a bright patch of light appear behind the door, watch out. | ||
Slow | Slow missiles is commonly seen as "bad mannered" in PvP play, as it will slow other player's projectiles just as much as it slows the monster's. Some people take advantage of this, some don't - it depends on the individual player, as everyone has their own opinion on what constitutes "bad manners". This will, however, inevitably get people upset with you in the long run. | ||
==3. How many points should I invest into Penetrate?== | ==3. How many points should I invest into Penetrate?== | ||
This depends greatly on which kind of Amazon you're building. If you're aiming for a java- / bowazon, you don't need to put any more points than 1 as you'll already have high attack rating due to your points placed in dexterity - most bowazon or javazons have dexterity ranging from 250 to 350 upon completion of the character (when you have stopped leveling the character). It is important to note that if you are using the elemental arrows or Guided Arrow as your primary skills | This depends greatly on which kind of Amazon you're building. If you're aiming for a java- / bowazon, you don't need to put any more points than 1 as you'll already have high attack rating due to your points placed in dexterity - most bowazon or javazons have dexterity ranging from 250 to 350 upon completion of the character (when you have stopped leveling the character). It is important to note that if you are using the elemental arrows or Guided Arrow as your primary skills then you don’t need to worry about Attack Rating. However, if you're planning to build a spearazon you will need to put some points into Penetrate, as you won't be able to concentrate heavily on dexterity. Some people will argue that if your character is not hitting the monsters frequently enough, you should invest some points into it. This argument is fundamentally flawed as your attack rating is not the most important factor for chance to hit the monsters. The most important factors are rather monsters' lvl, monster defense and the skills / equipment you use. | ||
Additionally, some Bows like Eaglehorn (Unique Crusader Bow) have the property “Ignores Target Defense” – this is similar to auto-hit, but not quite. The target defense is ignored, but a character's chance to hit is still dependant on the level difference of the character and the target. The to-hit formula is located at the end of the FAQ. It does however not work on champions, boss monsters, act bosses and other players. | Additionally, some Bows like Eaglehorn (Unique Crusader Bow) have the property “Ignores Target Defense” – this is similar to auto-hit, but not quite. The target defense is ignored, but a character's chance to hit is still dependant on the level difference of the character and the target. The to-hit formula is located at the end of the FAQ. It does however not work on champions, boss monsters, act bosses and other players. In v1.09 there was also a bug with a weapon socketed with the Eth rune – instead of reducing target defense by 25% it changes it to –25%, thereby acting as an auto-hit. However, this was only a bug and was corrected in v1.10 (We are now in v1.11b). | ||
For skills that require attack rating, we suggest that you get the chance to hit to at least 80%. If it is below this value you will hit monsters a lot less regularly than is needed for good leeching and damage. To solve Attack Rating (AR) problems, try to get AR charms or items, boost dexterity or put a few points in penetrate, but most of all, do not fight monsters that are clearly levels higher than you. If you do, be aware that any points you put in penetrate to help you now may become useless later. Try the other suggestions first. The formula for calculating your chance to hit is listed below. Note that monster defense and level increase quite fast in hell, but once you level up attack rating should not give you anymore troubles and because you listened to our advice you can put away those extra charms and AR items you gathered. | For skills that require attack rating, we suggest that you get the chance to hit to at least 80%. If it is below this value you will hit monsters a lot less regularly than is needed for good leeching and damage. To solve Attack Rating (AR) problems, try to get AR charms or items, boost dexterity or put a few points in penetrate, but most of all, do not fight monsters that are clearly levels higher than you. If you do, be aware that any points you put in penetrate to help you now may become useless later. Try the other suggestions first. The formula for calculating your chance to hit is listed below. Note that monster defense and level increase quite fast in hell, but once you level up attack rating should not give you anymore troubles and because you listened to our advice you can put away those extra charms and AR items you gathered. | ||
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The Dodge branch is an essential route for the Amazons' survival considering the Amazon doesn't usually have as much vitality as melee classes. It is vital that Amazons have some method to reduce the number of hits taken from the monster. The Dodge branch does exactly that. | The Dodge branch is an essential route for the Amazons' survival considering the Amazon doesn't usually have as much vitality as melee classes. It is vital that Amazons have some method to reduce the number of hits taken from the monster. The Dodge branch does exactly that. | ||
Depending on how many skills points you invest in, the branch gives you chance to avoid any type of physical attack completely. (not to be confused with physical reduce items) Dodge gives you chance to avoid melee attacks while standing still (useful when you're shooting arrows and melee attackers are swarming you) and Avoid gives you chance to avoid ranged attacks (javelin and arrows) while standing still. Evade is a skill that gives you a chance to avoid both ranged and melee attacks while moving. However, some people argue that this tree isn't really required for an Amazon's survival, based on the theory that you could put those skills points in bow or javelin trees in order to be more flexible and do more damage. | Depending on how many skills points you invest in, the branch gives you chance to avoid any type of physical attack completely. (not to be confused with physical reduce items) Dodge gives you chance to avoid melee attacks while standing still (useful when you're shooting arrows and melee attackers are swarming you) and Avoid gives you chance to avoid ranged attacks (javelin and arrows) while standing still. Evade is a skill that gives you a chance to avoid both ranged and melee attacks while moving. However, some people argue that this tree isn't really required for an Amazon's survival, based on the theory that you could put those skills points in bow or javelin trees in order to be more flexible and do more damage. Even so, one point in each of these skills can provide life-saving dodges from time to time. It is generally recommended that you place points to where they give you 50% chance to avoid the attacks after all +skill gear has been added. (12 points for Evade and Dodge, and 7 points for Avoid). | ||
This is especially the case for amazons that fight in melee, because they will get in a lot more troubles than ranged amazons. For melee amazons some people boost the dodge skill even higher than 50%. In addition becomes Avoid less important if you use the Slow Missiles skill to your advantage, because it only effects missile dodging. When missiles are slowed you can easily run out of their flight path. Evade is only realy important for if you find yourself running a lot through packs of creatures. Experienced ranged amazon players will therefore only put 1 point in Dodge, Avoid and Evade and rely on their cunning, skill and minions to stay out of melee range. Slow missiles versus other ranged attackers, recasting minions if foes get close and when running they make sure not to run into a death trap that only people with high evade can survive. | This is especially the case for amazons that fight in melee, because they will get in a lot more troubles than ranged amazons. For melee amazons some people boost the dodge skill even higher than 50%. In addition becomes Avoid less important if you use the Slow Missiles skill to your advantage, because it only effects missile dodging. When missiles are slowed you can easily run out of their flight path. Evade is only realy important for if you find yourself running a lot through packs of creatures. Experienced ranged amazon players will therefore only put 1 point in Dodge, Avoid and Evade and rely on their cunning, skill and minions to stay out of melee range. Slow missiles versus other ranged attackers, recasting minions if foes get close and when running they make sure not to run into a death trap that only people with high evade can survive. | ||
The only real time that Dodge, Avoid, and Evade become liabilities is when you are using the Fend skill. When using Fend, if something triggers your Dodge, Avoid, or Evade, then any Fend attacks made in the current string of Fends will automatically miss. Despite still appearing to be hitting, no damage will be done to the enemy. | |||
==5. How useful is Valkyrie?== | ==5. How useful is Valkyrie?== | ||
Valkyrie's main purpose is not to kill things, but to protect you from the danger surrounding you. Although Valkyrie has lots of life (it gets boosted every difficulty level), it | Valkyrie's main purpose is not to kill things, but to protect you from the danger surrounding you. Although Valkyrie has lots of life (it gets boosted every difficulty level), and can dish out some decent damage, it's attack speed is too slow to rely entirely on it, even in single player. Moreover, the damage she deals is not constant as the base damage of her weapon is changed every time she is summoned (computer generates random equipment for her). Therefore, it is recommended to put only one point as it is an extremely useful meatshield and can be re-cast again and again. | ||
For amazons that want it to be a bit more durable, level | For amazons that want it to be a bit more durable, level 17 is generally the target level, as that is when she spawns with a rare war pike, but the manacost will be steep. If you would like a valkyrie but don't have many points to spare, a single point is generally enough to make a difference - but level 17 is when she is most likely to be a beast of a tank. This is often also suggested amount for amazons that fight melee because the longer the Valkyrie lasts, the less you have to worry about being in the center of attention. | ||
Currently, in 1.11b, your Valkyrie will recieve bonuses for every point you spend in Dodge, Avoid, Evade, Critical Strike, and Penetrate, just as if she had those same skill points invested. | |||
==6. Should I still use my Decoy even after I get a Valkyrie?== | ==6. Should I still use my Decoy even after I get a Valkyrie?== | ||
Definitely! Decoy is still effective because it can be used to position monsters to your liking. It can also prevent monsters advancing (they stop to attack it), reducing the strain on yourself, your Valkyrie and your mercenary. The amount of points to spend in this skill is life-dependant. For ranged amazons a skill level of 1 is sufficient because they focus much less on vitality and life than melee fighters, but rather put points into dexterity for extra damage and/or blocking. For melee amazons tis skill is rather important for the following reason: A decoy has the same amount of life as yuo do. If you have high life she will last very long and can outlive the skill duration with ease. The short duration of the skill will then not suffice because the decoy can act a lot longer as what it is, a decoy. To keep the heat off you, you may want this skill to last longer. The suggested | Definitely! Decoy is still effective because it can be used to position monsters to your liking. It can also prevent monsters advancing (they stop to attack it), reducing the strain on yourself, your Valkyrie and your mercenary. The amount of points to spend in this skill is life-dependant. For ranged amazons a skill level of 1 is sufficient because they focus much less on vitality and life than melee fighters, but rather put points into dexterity for extra damage and/or blocking. For melee amazons tis skill is rather important for the following reason: A decoy has the same amount of life as yuo do. If you have high life she will last very long and can outlive the skill duration with ease. The short duration of the skill will then not suffice because the decoy can act a lot longer as what it is, a decoy. To keep the heat off you, you may want this skill to last longer. The suggested final level of Decoy is : | ||
{| | {| cellspacing="2" cellpadding="3" | ||
! Your life | |||
! Total Skill Level | |||
|- | |- | ||
| less than 600 | | less than 600 | ||
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| 6 to 8 | | 6 to 8 | ||
|} | |} | ||
As with Valkyrie, the Decoy gains the ability to Dodge and Avoid attacks as though it had the same number of skill points invested as you do. | |||
==7. How does Pierce work?== | ==7. How does Pierce work?== | ||
"Chance to pierce monster" is the skill's description and that's exactly what it does. Investing point in this skill gives your arrow or javelin a chance to pierce through the monster and hit another monster in the projectile's way. This can be useful in several aspects. For starters, in most narrow dungeons (Maggot Lair, especially) you can fire your favourite skills (Freezing Arrow for example!) and inflict damage upon the row of enemies that are tightly packed | "Chance to pierce monster" is the skill's description and that's exactly what it does. Investing point in this skill gives your arrow or javelin a chance to pierce through the monster and hit another monster in the projectile's way. This can be useful in several aspects. For starters, in most narrow dungeons (Maggot Lair, especially) you can fire your favourite skills (Freezing Arrow for example!) and inflict damage upon the row of enemies that are tightly packed. Pierce benefits most from skills that give an effect upon hitting a monster to give extra discharges. A few examples of such skills are Frozen Arrow, Immolation Arrow and Lightning Fury. It is of course always good for other ranged attacks, so they hit multiple monsters that are advancing towards you. In fact, Lightning Fury works so well with Pierce most people want it nerfed. | ||
More on Lightning Fury and Pierce in the general F.A.Q. section. | More on Lightning Fury and Pierce in the general F.A.Q. section. | ||
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Pierce that is located on items is cumulative with the piercing value from your skill. If you use items that provide a piercing attack (e.g. Razortail Unique Sharkskin Belt, Buriza Do-Kyanon Unique Ballista or Kuko Shakaku Unique Cedar Bow) then you will not need as much in Pierce. | Pierce that is located on items is cumulative with the piercing value from your skill. If you use items that provide a piercing attack (e.g. Razortail Unique Sharkskin Belt, Buriza Do-Kyanon Unique Ballista or Kuko Shakaku Unique Cedar Bow) then you will not need as much in Pierce. | ||
However, note that Pierce has | However, note that Pierce has speculated, though unproven, to have a cap of 95%. In addition, melee weapons do not need Pierce. Duh. | ||
== Javelin & Spear == | |||
=Javelin & Spear= | |||
==1. Which is the best skill for melee Amazons?== | ==1. Which is the best skill for melee Amazons?== | ||
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Pick Jab, Impale or Fend. Jab and Impale are better against a single monster (e.g. an Act Boss) while Fend is good when there are a lot of monsters. All have low mana costs, both provide % damage and Attack Rating increases at higher levels and are the best options for a melee Amazon. | Pick Jab, Impale or Fend. Jab and Impale are better against a single monster (e.g. an Act Boss) while Fend is good when there are a lot of monsters. All have low mana costs, both provide % damage and Attack Rating increases at higher levels and are the best options for a melee Amazon. | ||
* Jab's fast attack speed will allow you to get the quickest hits, which can be very handy for delivering lots of elemental damage to one creature. | * Jab's fast attack speed will allow you to get the quickest hits, which can be very handy for delivering lots of elemental damage and crushing blow to one creature. | ||
* Fend | * Fend allows you to strike every enemy within range of you, with a good amount of damage | ||
* Impale's slow attack makes it less useful, but against slow monsters and bosses will it still be a very helpful and damaging skill, and will deal the most damage per hit. Izual is an example of such a boss. | |||
* Impale's slow attack makes it less useful, but against slow monsters and bosses will it still be a very helpful and damaging skill. Izual is an example of such a boss. | |||
==2. I heard that Fend is bugged. Is this true?== | ==2. I heard that Fend is bugged. Is this true?== | ||
Yes, Fend has a bug | Yes. Currently, in 1.11b, Fend has a bug which makes it so that when you are in the middle of a Fend sequence, if something triggers your dodge/avoid/evade skills, it will cause all remaining attacks in the Fend cycle to miss their targets entirely. The only known way to combat this, as of right now, is to not put any points into dodge, avoid, and evade, which disallows access to Valkyrie as well. | ||
==3. Is Jab speed dependent on the weapon speed?== | ==3. Is Jab speed dependent on the weapon speed?== | ||
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==4. I heard Lightning Strike sucks, why is that?== | ==4. I heard Lightning Strike sucks, why is that?== | ||
It doesn't really suck, so much as it is outshone by it's lightning-based relatives, charged strike and lightning fury. Lightning Strike was clearly designed to handle groups of enemies, as suggested by it's chain lightning-like effect, but Lightning Fury does this far more effectively, given a decent amount of peircing. Also, in order to trigger Lightning Strike, you must be in melee range, while Lightning Fury can be used from a distance away. | |||
Lightning | That said, it can at times be more effective than Lightning Fury against small, loose packs of enemies. When synergized, it's damage is fairly decent, and while Lightning Fury needs the packs to be all together to be most effective, Lightning Strike can bounce from enemy to enemy, sometimes appearing to strike the same one multiple times, and potentially doing more damage. However, once the pack is down to three or less, charged strike once again outshines it by far, as the bouncing effect of Lightning Strike isn't so effective against a group of that size, while firing a number of high damage charged bolts is. | ||
==5. How does Impale work? Should I max it?== | ==5. How does Impale work? Should I max it?== | ||
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==7. So, are the thrown javelin skills any good?== | ==7. So, are the thrown javelin skills any good?== | ||
The two lesser javelin skills - Poison Javelin and Lightning Bolt - are | The two lesser javelin skills - Poison Javelin and Lightning Bolt - have their uses, but are less useful in general than their higher-level brethren. Poison Javelin has a higher damage, but longer duration, in general, than Plague Javelin, but Plague also includes the "burst" of poison for every enemy it hits, and does more damage per second. Poison Javelin is most useful in a PvP situation, where you can cause an enemy player to become poisoned, forcing them to go on the offensive before the poison brings them too low. Lightning Bolt is used as a physical immune killer for physical javazons and some bowazons, as it reduces the overall physical damage dealt, but converts all of that remaining physical damage into lightning damage. | ||
However Lightning Fury in combination with the Pierce skill works best in areas with large creature packs, especially Hell Cows. Plague Javelin is good for preventing monster heal and doing some nifty damage at higher levels. | |||
=General= | Both of these skills cost a lot of mana, but there are a few niceties about that. Plague Javelin has a timer which scales the cost over time to much lower than often thought. A small amount of mana leech (up to 7%) is already enough. Lightning Fury may cost more, but it kills better and better with each additional skill point. It is, however, not recommended to get extremely high mana leech. Instead, a better choice for mana replenishment is by using items that give "mana per kill". Due to the fast killing of Lightning Fury, mana per kill will swiftly fill up your mana pool again. | ||
== General == | |||
==1. Should I try and get +skill items for my bowazon?== | ==1. Should I try and get +skill items for my bowazon?== | ||
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==2. I heard that bowazons are slow in cow level. Is that true?== | ==2. I heard that bowazons are slow in cow level. Is that true?== | ||
Common misconception about bowazons is that its not as good as sorceresses or other classes in terms of killing speed in cow level. However, aside from | Common misconception about bowazons is that its not as good as sorceresses or other classes in terms of killing speed in cow level. However, aside from Lightning Fury Javazons, bowazons are one of the fastest cow tippers with right equipments. Top-end bowazons decked out with a grand matron bow faith, fortitude, and 95% additional increased attack speed, can clear out cows using multishot with incredible ease. | ||
==3. What specs should I look for when I'm searching for items?== | ==3. What specs should I look for when I'm searching for items?== | ||
Amazons have some variations in playing style. For Javazon, you want damage reduce equipment, +life mods, and moderate resist. The rest will be supplemented by her passive / magic skills and the javelin skills itself. For bowazons, you can go two routes. One is to attain high base damage bow / crossbow ( | Amazons have some variations in playing style. For Javazon, you want damage reduce equipment, +life mods, and moderate resist. The rest will be supplemented by her passive / magic skills and the javelin skills itself. For bowazons, you can go two routes. One is to attain high base damage bow / crossbow (Windforce or Faith, for example) and go with +life / elemental resist / physical reduce. Another is to attain the fastest bow with moderate damage and go pure +increased attack speed items in order to shoot the most arrows in given amount of time, which in turn will make up for the low base damage. | ||
Experienced Amazon users will not grab for damage reduction gear easily, unless they will fight hand to hand with their amazons. This is because they have learnt to keep their distance from foes and distract the creatures with decoy, valkyrie and mercenary. The amazon herself is rarely targeted and the usage of damage reduction has become pointless. These players will more likely benefit from armors that are socketed with IAS jewels for speed, enhanced damage or elemental damage jewels, or they make armors with good resist, magic find or a runeword. The two main options listed are the extremes. There are many paths in between and a compromise between damage, life, resist and speed is often best. Other tactics include goldfinding, magic finding and undead or demon killing. For these specific tactics one has to wear the appropriate items. Demon killing in particular is helpful because all act bosses are demons. Magic find will also help against these because they have the best chance to let something useful fall. | Experienced Amazon users will not grab for damage reduction gear easily, unless they will fight hand to hand with their amazons. This is because they have learnt to keep their distance from foes and distract the creatures with decoy, valkyrie and mercenary. The amazon herself is rarely targeted and the usage of damage reduction has become pointless. These players will more likely benefit from armors that are socketed with IAS jewels for speed, enhanced damage or elemental damage jewels, or they make armors with good resist, magic find or a runeword. The two main options listed are the extremes. There are many paths in between and a compromise between damage, life, resist and speed is often best. Other tactics include goldfinding, magic finding and undead or demon killing. For these specific tactics one has to wear the appropriate items. Demon killing in particular is helpful because all act bosses are demons. Magic find will also help against these because they have the best chance to let something useful fall. | ||
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==4. Which skills don't work, or are practically useless, against players?== | ==4. Which skills don't work, or are practically useless, against players?== | ||
For bowazons, all the skills in fire tree and ice tree are useless because of high mana cost and no base damage boost. Also, strafe | For bowazons, all the skills in fire tree and ice tree are useless because of high mana cost, lack of homing abilities, and no base damage boost. Also, strafe's effectiveness in PvP is reduced because while you are shooting, you'll be stuck in one spot. For Javazons, you don't want to use anything other than jab, charged strike or lightning fury (depending on your build). Lightning fury has auto-hit property like guided arrow, although it doesn't home in. Jab gives you fast attack speed and is similar in a way to a paladin's Zeal, in that it deals several hits in a short period of time. | ||
==5. I get confused by the abbreviation and special names, can you define them for me?== | ==5. I get confused by the abbreviation and special names, can you define them for me?== | ||
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This is somewhat easy for bowazons while troubling for most javazons. The problem with Physically Immune foes is that you can't leech mana off them (since mana leech is from physical damage inflicted upon monsters. In this case, you do 0 damage) Therefore, there's no real skill that javazons can use to kill physical immunes fast enough. One solution is to launch a Plague Javelin and have them follow you around. Lead them in such a way that they get exposed a lot to spreading poison clouds. Lightning Fury isn't efficient as it is mana consuming and doesn't work well on individual monsters. | This is somewhat easy for bowazons while troubling for most javazons. The problem with Physically Immune foes is that you can't leech mana off them (since mana leech is from physical damage inflicted upon monsters. In this case, you do 0 damage) Therefore, there's no real skill that javazons can use to kill physical immunes fast enough. One solution is to launch a Plague Javelin and have them follow you around. Lead them in such a way that they get exposed a lot to spreading poison clouds. Lightning Fury isn't efficient as it is mana consuming and doesn't work well on individual monsters. | ||
Javelins with high elemental damage can be bought from vendors and supply a simple solution. With a shield that has good elemental damage, such as Tiamat's Rebuke, will leave you with less troubles. If you have many sources of elemental damage and especially charms, you can use the jab or fend skill to quickly deliver the damage to your foes. It will cost you some mana if you have boosted them to high skill levels, but it is a sure way of dispatching of physical immune creatures. | Javelins with high elemental damage can be bought from vendors and supply a simple solution. With a shield that has good elemental damage, such as Tiamat's Rebuke, will leave you with less troubles. If you have many sources of elemental damage and especially charms, you can use the jab or fend skill to quickly deliver the damage to your foes. It will cost you some mana if you have boosted them to high skill levels, but it is a sure way of dispatching of physical immune creatures. Also, if it's possible to hit them with lightning damage, you can use Lightning Bolt, which reduces your physical damage slightly, but then converts all of the remaining physical damage into lightning damage. | ||
Bowazons have several options for this kind of situation. First is | Bowazons have several options for this kind of situation. First is Fire Arrow, Cold Arrow, or Magic Arrow, since these skills all convert a portion of your physical damage into fire, cold, or magic damage respectively. Second solution is to either max Immolation or Freezing Arrow. This is the elementalists' or frostmaidens' choice, usually. But the mana cost will be pretty hefty. It would be much better and less mana intensive to max Ice Arrow or Exploding Arrow instead and use those to kill your monsters. The last one is to use lots of elemental damage from charms, socketed bows that can be bought easily from vendors and socketed with elemental damage runes / jewels / gems, and other items, preferrably combined with knockback. In doing this, you force an enemy to keep their distance, while pelting them with elemental damage they aren't immune to. However, this can be draining on the arrow stacks. | ||
One final option, if you're on Expansion, is to use curses. Through the use of a wand that has charges of amplify damage, or by wearing the amulet Atma's Scarab, you can inflict Amplify Damage on an enemy, which may reduce it's physical resistance below 100% (Immunity in monsters is caused by having 100% or greater resistance). Another option, though you will occasionally find monsters that it doesn't work on, is to use the unique thresher, Reaper's Toll, on your mercenary, which has an excellent chance to cast decrepify, slowing the target and reducing the damage they deal, as well as letting you deal more damage, and possibly breaking their immunity if they had one. | |||
==9. Do Crushing Blow, Deadly Strike, Freeze, Blind, Open Wounds or %chance to cast a certain spell work with bows?== | ==9. Do Crushing Blow, Deadly Strike, Freeze, Blind, Open Wounds or %chance to cast a certain spell work with bows?== | ||
All special modifiers work on bows for as well PvM as PvP. | All special modifiers work on bows for as well PvM as PvP, but it should be noted that when using Multishot, any special modifiers will be applied only to the center two arrows.. | ||
Crushing Blow: The chance of lowering a creature's life by 25%... or so it is said | Crushing Blow: The chance of lowering a creature's life by 25%... or so it is said | ||
| Line 297: | Line 298: | ||
Testing showed that it lowers a creature remaining life according to the following table: | Testing showed that it lowers a creature remaining life according to the following table: | ||
{| | |||
{| cellspacing="2" cellpadding="3" | |||
! Monster Type | |||
! Remaining life lowered by | |||
|- | |- | ||
| Normal Monster | | Normal Monster | ||
| Line 307: | Line 309: | ||
| 1/10 Melee, 1/20 Ranged | | 1/10 Melee, 1/20 Ranged | ||
|} | |} | ||
'''Deadly Strike :''' The Chance of doing double physical damage. | '''Deadly Strike :''' The Chance of doing double physical damage. | ||
| Line 328: | Line 331: | ||
With a minimum length of 25 frames (1 second) and a maximum length of 250 frames (10 seconds). | With a minimum length of 25 frames (1 second) and a maximum length of 250 frames (10 seconds). | ||
Freeze will not work on cold immune creatures, champions, boss monsters, act bosses or players and their minions. | Freeze will not work on cold immune creatures, champions, boss monsters, act bosses or players and their minions. Also, some monsters, such as most minotaurs in the expansion and the undead dolls in hell, can be immune to being frozen without being immune to cold. | ||
'''Blind :''' Chance to blind your Target. | '''Blind :''' Chance to blind your Target. | ||
| Line 345: | Line 348: | ||
It acts as poison, but is not poison. The damage inflicted is physical. It will temporarily prevent monster healing and can stack with poison damage. The formula is as follows: | It acts as poison, but is not poison. The damage inflicted is physical. It will temporarily prevent monster healing and can stack with poison damage. The formula is as follows: | ||
Damage inflicted | Damage inflicted : | ||
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier | |||
Clvl=16-30: ((18*Clvl-104)/256) * Modifier | |||
Clvl=31-45: ((27*Clvl-374)/256) * Modifier | |||
Clvl=46-60: ((36*Clvl-779)/256) * Modifier | |||
Where: | Clvl=61-99: ((45*Clvl-1319)/256) * Modifier | ||
Modifier: | |||
Triggers on a Player with attacker using a Melee Attack: 0.25 | |||
Triggers on a Player with attacker using Ranged Attack: 0.125 | |||
Triggers on a Boss Monster with attacker using Ranged or Melee: 0.5 | |||
Trigger on Other Targets with attacker using Ranged or Melee: 1 | |||
Where: ClvlL = The level of the character triggering the open wounds. | |||
It will not work on Physical immunes, champions, boss monsters, act bosses or players and their minions. You cannot leech from this effect. Every time a creature is re-hit, the timer and damage are reset, so it does not stack with itself. If more players have this modifier, the damage done by the player of highest level counts. | It will not work on Physical immunes, champions, boss monsters, act bosses or players and their minions. You cannot leech from this effect. Every time a creature is re-hit, the timer and damage are reset, so it does not stack with itself. If more players have this modifier, the damage done by the player of highest level counts. | ||
| Line 361: | Line 385: | ||
The WSM is the number seen under “Base Weapon Speed” {listed in the Items Database}. For example, Windforce and Lycander’s Aim have WSMs of 10, while Kuko Shakaku has a WSM of 0. Thus, without any IAS, Kuko Shakaku will be faster than either Windforce or Lycander’s Aim. | The WSM is the number seen under “Base Weapon Speed” {listed in the Items Database}. For example, Windforce and Lycander’s Aim have WSMs of 10, while Kuko Shakaku has a WSM of 0. Thus, without any IAS, Kuko Shakaku will be faster than either Windforce or Lycander’s Aim. | ||
{| cellspacing=" | |||
| colspan="5" | Bows <br /> IAS needed for certain firing speeds | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="5" | '''Bows''' <br /> IAS needed for certain firing speeds | |||
|- | |- | ||
! fps * | |||
! [10] | |||
! [5] | |||
! [0] | |||
! [-10] | |||
|- | |- | ||
| 15/4 | | 15/4 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 14/4 | | 14/4 | ||
| | | 5 | ||
| 0 | | 0 | ||
| | |||
| | |||
|- | |- | ||
| 13/3 | | 13/3 | ||
| Line 381: | Line 411: | ||
| 6 | | 6 | ||
| 0 | | 0 | ||
| | |||
|- | |- | ||
| 12/3 | | 12/3 | ||
| Line 425: | Line 456: | ||
|} | |} | ||
{| cellspacing=" | |||
| colspan="6" | Crossbows <br /> IAS needed for certain firing speeds | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="6" | '''Crossbows''' <br /> IAS needed for certain firing speeds | |||
|- | |- | ||
! fps * | |||
! [10] | |||
! [0] | |||
! [-10] | |||
! [-40] | |||
! [-60] | |||
|- | |- | ||
| 22/6 | | 22/6 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| 22/5.5 | | 22/5.5 | ||
| 2 | | 2 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| 21/5.5 | | 21/5.5 | ||
| 3 | | 3 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| 20/5.5 | | 20/5.5 | ||
| 7 | | 7 | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| 19/5 | | 19/5 | ||
| 11 | | 11 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 18/5 | | 18/5 | ||
| Line 455: | Line 506: | ||
| 7 | | 7 | ||
| 0 | | 0 | ||
| | |||
| | |||
|- | |- | ||
| 17/4.5 | | 17/4.5 | ||
| Line 460: | Line 513: | ||
| 14 | | 14 | ||
| 3 | | 3 | ||
| | |||
| | |||
|- | |- | ||
| 16/4.5 | | 16/4.5 | ||
| Line 465: | Line 520: | ||
| 22 | | 22 | ||
| 9 | | 9 | ||
| | |||
| | |||
|- | |- | ||
| 15/4 | | 15/4 | ||
| Line 470: | Line 527: | ||
| 32 | | 32 | ||
| 18 | | 18 | ||
| | |||
| | |||
|- | |- | ||
| 14/4 | | 14/4 | ||
| Line 476: | Line 535: | ||
| 30 | | 30 | ||
| 0 | | 0 | ||
| | |||
|- | |- | ||
| 13/3.5 | | 13/3.5 | ||
| Line 482: | Line 542: | ||
| 46 | | 46 | ||
| 4 | | 4 | ||
| | |||
|- | |- | ||
| 12/3.5 | | 12/3.5 | ||
| Line 498: | Line 559: | ||
|} | |} | ||
{| | |||
| colspan="5" | Javelins <br /> fps tables for throwing of Javelins | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="5" | '''Javelins''' <br /> fps tables for throwing of Javelins | |||
|- | |- | ||
! fps * | |||
! [20] | |||
! [10] | |||
! [0] | |||
! [-10] | |||
|- | |- | ||
| 19 | | 19 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 18 | | 18 | ||
| 5 | | 5 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 17 | | 17 | ||
| 10 | | 10 | ||
| 0 | | 0 | ||
| | |||
| | |||
|- | |- | ||
| 16 | | 16 | ||
| 16 | | 16 | ||
| 5 | | 5 | ||
| | |||
| | |||
|- | |- | ||
| 15 | | 15 | ||
| Line 525: | Line 597: | ||
| 11 | | 11 | ||
| 0 | | 0 | ||
| | |||
|- | |- | ||
| 14 | | 14 | ||
| Line 562: | Line 635: | ||
| 89 | | 89 | ||
|} | |} | ||
* All skills have the first value as attack speed. For strafe however, every arrow or bolt after the first one shot, will be launched with the speed listed as the second value. | * All skills have the first value as attack speed. For strafe however, every arrow or bolt after the first one shot, will be launched with the speed listed as the second value. | ||
| Line 569: | Line 643: | ||
<br /> | <br /> | ||
{| | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="4" | Bows <br /> Base Weapon Speed - Updated | | colspan="4" | '''Bows''' <br /> Base Weapon Speed - Updated | ||
|- | |- | ||
! [WSM] | |||
! Normal | |||
! Exceptional | |||
! Elite | |||
|- | |- | ||
| [10] | | [10] | ||
| Line 598: | Line 672: | ||
|} | |} | ||
{| | |||
| colspan="4" | Crossbows <br /> Base Weapon Speed | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="4" | '''Crossbows''' <br /> Base Weapon Speed | |||
|- | |- | ||
! [WSM] | |||
! Normal | |||
! Exceptional | |||
! Elite | |||
|- | |- | ||
| [10] | | [10] | ||
| Line 623: | Line 698: | ||
| [-40] | | [-40] | ||
| Repeating Crossbow | | Repeating Crossbow | ||
| | |||
| | |||
|- | |- | ||
| [-60] | | [-60] | ||
| | |||
| Chu-Ko-Nu | | Chu-Ko-Nu | ||
| Demon Crossbow | | Demon Crossbow | ||
|} | |} | ||
Short Example: You have a short bow as weapon and a total IAS amount of 10%. Whenever you count your amount of IAS, count all IAS, the IAS on bow included). Now, first look in the table for short bow and you will see it has a WSM of 5. Then you will look in the upper table under [5] and at 10% IAS. It's not there, but what is listed are the values 6 and 15. You do not have enough IAS to look under 15, but you have more than 6, so look at this line instead. | |||
At the left you will see the value 13/3 as fps. This means you will shot at 13 frames per second. Now what does this mean? | At the left you will see the value 13/3 as fps. This means you will shot at 13 frames per second. Now what does this mean? | ||
| Line 647: | Line 726: | ||
Bows in the hands of amazons cannot shoot faster than 7 fps and crossbows can't be shot faster than 11 fps. For other character classes one has to calculate the speeds themselves. There you only have to pick your character class, pick bow or crossbow and fill in the WSM. The WSM can be found in the above table. The outcome of the calculator will list an additional column with EIAS values. These are only interesting for paladin Fanaticism, Assassin Burst of Speed and Werewolf Fury. For questions about this we would refer you to either their FAQs, guides or forums. | Bows in the hands of amazons cannot shoot faster than 7 fps and crossbows can't be shot faster than 11 fps. For other character classes one has to calculate the speeds themselves. There you only have to pick your character class, pick bow or crossbow and fill in the WSM. The WSM can be found in the above table. The outcome of the calculator will list an additional column with EIAS values. These are only interesting for paladin Fanaticism, Assassin Burst of Speed and Werewolf Fury. For questions about this we would refer you to either their FAQs, guides or forums. | ||
{| | |||
| colspan="6" | Spears <br /> IAS needed for certain hitting speed | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="6" | '''Spears''' <br /> IAS needed for certain hitting speed | |||
|- | |- | ||
! fps * <br /> norm/fend | |||
! [20] | |||
! [0] | |||
! [-10] | |||
! [-20] | |||
|- | |- | ||
| 20/9 | | 20/9 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 19/9 | | 19/9 | ||
| 5 | | 5 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 19/8 | | 19/8 | ||
| 9 | | 9 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 18/8 | | 18/8 | ||
| 10 | | 10 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 17/8 | | 17/8 | ||
| 15 | | 15 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 16/8 | | 16/8 | ||
| 16 | | 16 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 15/7 | | 15/7 | ||
| 24 | | 24 | ||
| 0 | | 0 | ||
| | |||
| | |||
|- | |- | ||
| 14/7 | | 14/7 | ||
| 37 | | 37 | ||
| 9 | | 9 | ||
| | |||
| | |||
|- | |- | ||
| 13/7 | | 13/7 | ||
| Line 686: | Line 788: | ||
| ? | | ? | ||
| 0 | | 0 | ||
| | |||
|- | |- | ||
| 13/6 | | 13/6 | ||
| Line 730: | Line 833: | ||
|} | |} | ||
{| | |||
| colspan="5" | Javelins <br /> IAS needed for certain hitting speed | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="5" | '''Javelins''' <br /> IAS needed for certain hitting speed | |||
|- | |- | ||
! fps * <br /> norm/fend | |||
! [20] | |||
! [10] | |||
! [0] | |||
! [-10] | |||
|- | |- | ||
| 16/8 | | 16/8 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 15/8 | | 15/8 | ||
| 2 | | 2 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 14/7 | | 14/7 | ||
| 7 | | 7 | ||
| 0 | | 0 | ||
| | |||
| | |||
|- | |- | ||
| 13/7 | | 13/7 | ||
| 14 | | 14 | ||
| 3 | | 3 | ||
| | |||
| | |||
|- | |- | ||
| 12/6 | | 12/6 | ||
| Line 757: | Line 871: | ||
| 11 | | 11 | ||
| 0 | | 0 | ||
| | |||
|- | |- | ||
| 11/6 | | 11/6 | ||
| Line 800: | Line 915: | ||
| 95 | | 95 | ||
|} | |} | ||
All skills have the first value as attack speed. For fend however, every hit after the first one, will be thrusted with the speed listed as the second value. | All skills have the first value as attack speed. For fend however, every hit after the first one, will be thrusted with the speed listed as the second value. | ||
| Line 807: | Line 923: | ||
Again, to see at which column you have to look, take the weapon speed belonging to your spear or javelin from the following two tables. | Again, to see at which column you have to look, take the weapon speed belonging to your spear or javelin from the following two tables. | ||
{| | |||
| colspan="4" | Spears <br /> Base Weapon Speed | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="4" | '''Spears''' <br /> Base Weapon Speed | |||
|- | |- | ||
! [WSM] | |||
! Normal | |||
! Exceptional | |||
! Elite | |||
|- | |- | ||
| [20] | | [20] | ||
| Line 836: | Line 953: | ||
|} | |} | ||
{| | |||
| colspan="4" | Javelins <br /> Base Weapon Speed | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="4" | '''Javelins''' <br /> Base Weapon Speed | |||
|- | |- | ||
! [WSM] | |||
! Normal | |||
! Exceptional | |||
! Elite | |||
|- | |- | ||
| [20] | | [20] | ||
| Line 864: | Line 982: | ||
| Hyperion Javelin <br /> Winged Harpoon <br /> Matriarchal Javelin | | Hyperion Javelin <br /> Winged Harpoon <br /> Matriarchal Javelin | ||
|} | |} | ||
The theory from strafe can be repeated for fend, but the difference is in the workings of fend and strafe. Strafe only gets one arrow extra per minion that is within a 13.3 yard range of the amazon. Fend gets one attack volley extra for every minion within about a 4 yard range of the amazon. This means that if her decoy or valkyrie is close enough to the amazon she will hit every monster that is in her fend range one extra times. | The theory from strafe can be repeated for fend, but the difference is in the workings of fend and strafe. Strafe only gets one arrow extra per minion that is within a 13.3 yard range of the amazon. Fend gets one attack volley extra for every minion within about a 4 yard range of the amazon. This means that if her decoy or valkyrie is close enough to the amazon she will hit every monster that is in her fend range one extra times. | ||
| Line 871: | Line 990: | ||
Jab only gives one extra attack with the below listed faster speed. The sequence of jab will result in: Slow attack, Fast attack, Slow attack, Fast attack. | Jab only gives one extra attack with the below listed faster speed. The sequence of jab will result in: Slow attack, Fast attack, Slow attack, Fast attack. | ||
{| | |||
| colspan="5" | Spear Jab tables <br /> IAS needed for certain hitting speed | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="5" | '''Spear Jab tables''' <br /> IAS needed for certain hitting speed | |||
|- | |- | ||
! fps | |||
! [20] | |||
! [0] | |||
! [-10] | |||
! [-20] | |||
|- | |- | ||
| 14 | | 14 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 13 | | 13 | ||
| 5 | | 5 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 12 | | 12 | ||
| 10 | | 10 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 11.5 | | 11.5 | ||
| 15 | | 15 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 10.5 | | 10.5 | ||
| 20 | | 20 | ||
| 0 | | 0 | ||
| | |||
| | |||
|- | |- | ||
| 9.5 | | 9.5 | ||
| 30 | | 30 | ||
| 5 | | 5 | ||
| | |||
| | |||
|- | |- | ||
| 9 | | 9 | ||
| Line 904: | Line 1,040: | ||
| 10 | | 10 | ||
| 0 | | 0 | ||
| | |||
|- | |- | ||
| 8.5 | | 8.5 | ||
| Line 909: | Line 1,046: | ||
| 15 | | 15 | ||
| 5 | | 5 | ||
| | |||
|- | |- | ||
| 8 | | 8 | ||
| Line 965: | Line 1,103: | ||
|} | |} | ||
{| | |||
| colspan="5" | Javelins Jab tables <br /> IAS needed for certain hitting speed | {| width="40%" cellspacing="2" cellpadding="3" | ||
| colspan="5" | '''Javelins Jab tables''' <br /> IAS needed for certain hitting speed | |||
|- | |- | ||
! fps | |||
! [20] | |||
! [10] | |||
! [0] | |||
! [-10] | |||
|- | |- | ||
| 12 | | 12 | ||
| 0 | | 0 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 11.5 | | 11.5 | ||
| 5 | | 5 | ||
| | |||
| | |||
| | |||
|- | |- | ||
| 10.5 | | 10.5 | ||
| 10 | | 10 | ||
| 0 | | 0 | ||
| | |||
| | |||
|- | |- | ||
| 10 | | 10 | ||
| 15 | | 15 | ||
| ? | | ? | ||
| | |||
| | |||
|- | |- | ||
| 9.5 | | 9.5 | ||
| ? | | ? | ||
| 5 | | 5 | ||
| | |||
| | |||
|- | |- | ||
| 9 | | 9 | ||
| Line 996: | Line 1,147: | ||
| 10 | | 10 | ||
| 0 | | 0 | ||
| | |||
|- | |- | ||
| 8.5 | | 8.5 | ||
| Line 1,001: | Line 1,153: | ||
| 15 | | 15 | ||
| 5 | | 5 | ||
| | |||
|- | |- | ||
| 8 | | 8 | ||
| Line 1,061: | Line 1,214: | ||
Magic Finding (MF) runs are done by players to find good unique and set items. Common places for MF include: | Magic Finding (MF) runs are done by players to find good unique and set items. Common places for MF include: | ||
* Mephisto on all difficulty levels | |||
* Hell Diablo *WARNING* exercise extreme caution!! | |||
* Baal on all difficulty levels | |||
* Hell Pindleskin (through the red portal that Anya creates) | |||
* Hell Cows (MooOoOoOO) | |||
You can read much more in our Magic Find guide and specifically for Amazons here and tables for diminishing returns and other common questions go here. | You can read much more in our Magic Find guide and specifically for Amazons here and tables for diminishing returns and other common questions go here. | ||
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The most important statistic on your melee mercenary’s equipment will be Life Steal %. Equip him with a very powerful spear filled with Amns, and he will hardly ever die. Combine it with a Shaftstop for % Damage Reduction and a Vampiregaze/Crown of Thieves, and you shouldn’t have to worry about him for most situations. The only problem is getting that equipment, and ensuring that YOU don’t die as well. | The most important statistic on your melee mercenary’s equipment will be Life Steal %. Equip him with a very powerful spear filled with Amns, and he will hardly ever die. Combine it with a Shaftstop for % Damage Reduction and a Vampiregaze/Crown of Thieves, and you shouldn’t have to worry about him for most situations. The only problem is getting that equipment, and ensuring that YOU don’t die as well. | ||
Act 1 rogues make good and speedy mercenaries. | Act 1 rogues make good and speedy mercenaries, and if you're playing Expansion and are on the Ladder (only available through online play), you can give them various items to provide auras. For example, you could give them a Faith bow, which would let you free up your own bow slot for something more damaging. However, since Faith is an excellent choice for your own amazon, and a bit pricy for many people to put on a mercenary, there isn't very much these mercenaries add to an amazon's abilities. | ||
The act 2 mercenaries that are not discussed are prayer, blessed aim and thorns. These are in general not very handy, but for amazons that lack lifeleech such as Magazons, a prayer mercenary will be quite good. For spearazons that use Lightning Strike, they will benefit from blessed aim to deliver their spear and gear damage other than just the skill damage. For people that want to get hit a lot they can benefit from the thorns mercenary. Don't forget that both valkyrie and decoy can be quite helpful here because they can be durable distractions as has already been discussed. | The act 2 mercenaries that are not discussed are prayer, blessed aim and thorns. These are in general not very handy, but for amazons that lack lifeleech such as Magazons, a prayer mercenary will be quite good. For spearazons that use Lightning Strike, they will benefit from blessed aim to deliver their spear and gear damage other than just the skill damage. For people that want to get hit a lot they can benefit from the thorns mercenary. Don't forget that both valkyrie and decoy can be quite helpful here because they can be durable distractions as has already been discussed. | ||
Act 3 mercenaries are of the elemental type. Also these can benefit from +skills to boost their damage. Most only choose cold for the freeze effect, but lightning and fire mercenaries can be quite good too, especially if you lack that type of damage. | Act 3 mercenaries are of the elemental type. Also these can benefit from +skills to boost their damage. Most only choose cold for the freeze effect, but lightning and fire mercenaries can be quite good too, especially if you lack that type of damage. Unfortunately, these mercenaries tend to be very weak, and run out of steam quickly later in the game - not to mention the fact that your valkyrie, if you have one, now has to tank for two people. | ||
Barbarian mercenaries are quite good at tanking. They can use barbarian specific items and therefore have a step up the ladder with helmets. +Bash skills helmets can be quite good and the Barbarian specific Arreat Face is a gem on this companion. If you need another tank to knock back the creatures from your presence, this is the mercenary for you. | Barbarian mercenaries are quite good at tanking. They can use barbarian specific items and therefore have a step up the ladder with helmets. +Bash skills helmets can be quite good and the Barbarian specific Arreat Face is a gem on this companion. If you need another tank to knock back the creatures from your presence, this is the mercenary for you. | ||
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Physical Damage = [(Listed Weapon Damage) + min/max damage from all sources] x (X / 100 + ED from equipment other than weapon + ED from skills + 1) x Special Modifier | Physical Damage = [(Listed Weapon Damage) + min/max damage from all sources] x (X / 100 + ED from equipment other than weapon + ED from skills + 1) x Special Modifier | ||
* Listed Weapon Damage is the damage on your weapon. Socketing an Enhanced Damage Jewel or Rune will act on the base weapon damage. However, if the weapon already contains a magical enhanced damage modifier it will act on the base weapon damage + 1. | * Listed Weapon Damage is the damage on your weapon. Socketing an Enhanced Damage Jewel or Rune into your weapon will act on the base weapon damage. However, if the weapon already contains a magical enhanced damage modifier it will act on the base weapon damage + 1. | ||
Enhanced damage versus Undead or Demon works just like Enhanced damage modifiers from gear, except only versus their type of creature, of course. | Enhanced damage versus Undead or Demon works just like Enhanced damage modifiers from gear, except only versus their type of creature, of course. | ||
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* For "hammer" weapons, use 1.1 times your strength value. | * For "hammer" weapons, use 1.1 times your strength value. | ||
* For all thrown weapons (even in melee), use (Strength + Dexterity) x 0.75 | * For all thrown weapons (even in melee), use (Strength + Dexterity) x 0.75 | ||
* For class-specific spears, use (0.8 x Strength + 0. | * For class-specific spears, use (0.8 x Strength + 0.5 x Dexterity) | ||
* For daggers (and Assassin claws), use (Strength + Dexterity) x 0.75 | * For daggers (and Assassin claws), use (Strength + Dexterity) x 0.75 | ||
* For all other melee weapons, use your Strength value. | * For all other melee weapons, use your Strength value. | ||
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Run Speed = (120 x FRS Bonus) / (120 + FRS Bonus) | Run Speed = (120 x FRS Bonus) / (120 + FRS Bonus) | ||
Faster Hit Recovery Frame-Rate Table | '''Faster Hit Recovery Frame-Rate Table''' | ||
{| | {| cellspacing="2" cellpadding="3" | ||
| | ! Frame | ||
| | ! FHR | ||
|- | |||
| 11 | |||
| 0 | |||
|- | |||
| 10 | |||
| 6 | |||
|- | |||
| 9 | |||
| 13 | |||
|- | |||
| 8 | |||
| 20 | |||
|- | |||
| 7 | |||
| 32 | |||
|- | |- | ||
| 6 | | 6 | ||
| 52 | |||
|- | |- | ||
| 5 | | 5 | ||
| | | 86 | ||
|- | |- | ||
| 4 | | 4 | ||
| | | 174 | ||
|- | |- | ||
| 3 | | 3 | ||
| | | 600 | ||
|} | |} | ||
A FHR frame rate of 2 frames is not attainable for the Amazon. | A FHR frame rate of 2 frames is not attainable for the Amazon. | ||
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[[Category:Amazon]] | [[Category:Amazon]] | ||
[[category:v1.09]] | |||