WW Ghost Assassin Guide V2.0

Re: WW Ghost Assassin Guide V2.0

Hey, im debating ww/trap or ghost. I play with nx/tl/ap on non ladder and xlnc/z on ladder. Ive mostly played trappers, but this game is getting dull and I need to spice things up. Ive watched your videos, and none of the people you seem to duel switch tricks (nec/dru) and the trapper you duel camps, maybe its just me.

I play on hectors accnt on NL (tekniqz) and play on a friends trapper on ladder. I do know marsh in xlnc, and ollie from this forum very well. So Id say Im pretty good at pk.

Basically what im asking - which would do better overall in tpk/1v1 - ww/trap or ghost? Its probably ww/trap but ghost just seems super fun right now :thumbsup: I can afford pretty much any gear i need too : ]
 
Re: WW Ghost Assassin Guide V2.0

Hey, im debating ww/trap or ghost. I play with nx/tl/ap on non ladder and xlnc/z on ladder. Ive mostly played trappers, but this game is getting dull and I need to spice things up. Ive watched your videos, and none of the people you seem to duel switch tricks (nec/dru) and the trapper you duel camps, maybe its just me.

I play on hectors accnt on NL (tekniqz) and play on a friends trapper on ladder. I do know marsh in xlnc, and ollie from this forum very well. So Id say Im pretty good at pk.

Basically what im asking - which would do better overall in tpk/1v1 - ww/trap or ghost? Its probably ww/trap but ghost just seems super fun right now :thumbsup: I can afford pretty much any gear i need too : ]
i'm not really a fan of hybrid builds because i already have a trapper, so i wanted something that was on the opposite end of the spectrum. the friends i have that play both hybrids and ghost all say the ghost is more fun, though i'm sure some on these forums will argue the opposite.

hybrids will probably do better in 3v3+ because ghosts don't have the damage output to compete in those arenas, and with the short range of wof, it'll be pretty hard to compete with a trapper on the opposing team. however, i'd say a pure trapper is better than a hybrid in tpk. in 1v1-2v2's, the ghost is a very good character, especially with a physical build + necro teammate (i'd argue its probably the strongest duo in the game, competing with bvc/nec for the top spot).

ultimately, you have to try it before you can figure out which one you like. they definitely play differently, so i can't tell you which one you should play. just think about the two builds in contrast to the characters you already play and ask yourself whether you want to play something new or familiar.

as for the absence of WSG in the videos, you'll probably find once you start playing that you can counter WSG pretty easily by whirling right along with them as they try to squirt out. faded WW is very easy to control, and the velocity of a faded ww is very close to the speed of a WSG'ing character trying to escape, so it'll be fairly easy to stay on top of them. WW hits at 4fpa, and as long as you keep the whirl in range, they won't be able to tele out even if they're WSGing. block casters are usually the hardest, but when they start to WSG, they lower their block and it actually makes it easier, so most of the time they won't attempt to WSG out. vita casters will be relatively easy regardless of whether they WSG or not, so in the end, it doesn't make much of a difference. most of my friends do WSG these days, but it doesn't seem to change the outcome of the duel all that much.

p.s. which char are you in XLNC? i duel sometimes on marsh's sin, so i might have pk'd with you a few times.



 
Re: WW Ghost Assassin Guide V2.0

I mess around on a sin called zBlaqk, just ask marsh who #1 sin is on ladder ;) (inside joke)

Well, due to the lack of pk on ladder - which youve probably noticed - I would make this sin on NL. I cant decide what character I want to make. I want to join the ww/trap / ghost scene :prop:

Im used to playing trapper, but then again I kind of want a beefy ww. IM IN A DILEMMA. And for some reason I want pure ghost, but would I be dissapointed with range?
 
Re: WW Ghost Assassin Guide V2.0

I mess around on a sin called zBlaqk, just ask marsh who #1 sin is on ladder ;) (inside joke)

Well, due to the lack of pk on ladder - which youve probably noticed - I would make this sin on NL. I cant decide what character I want to make. I want to join the ww/trap / ghost scene :prop:

Im used to playing trapper, but then again I kind of want a beefy ww. IM IN A DILEMMA. And for some reason I want pure ghost, but would I be dissapointed with range?
in 1v1, you won't feel disappointed with the range, but you might if you start 3v3/4v4'ing with it.

there's also the option of the ww/wof hybrid, which is really fun/interesting. just pick one and go :azn:



 
Re: WW Ghost Assassin Guide V2.0

My friend Isaac said you and someone named Rodney (?) do funpks with ghosts involved. Also, something about TemplePVP was mentioned to me. Elaborate : D

You should post videos with you in 4v4's with pkers like Q, bryce, jantz, hec.
 
Re: WW Ghost Assassin Guide V2.0

My friend Isaac said you and someone named Rodney (?) do funpks with ghosts involved. Also, something about TemplePVP was mentioned to me. Elaborate : D

You should post videos with you in 4v4's with pkers like Q, bryce, jantz, hec.
we don't really funpk with the ghosts. i'll usually stick to one of the other chars when we do anything beyond 2v2. rodney and i like to gvn and nvg a bunch, and sometimes we just do random well-intentioned bm games with our sins.

i basically only record videos to be didactic, so i haven't recorded any team duels. there was one video that marsh told me to record (he wanted to catch zCinder's tmc), @ media.putfile.com/xlnc-4v4. i think the baba at that time was bryce? either him or kaj. i don't remember.



 
Re: WW Ghost Assassin Guide V2.0

Hmm. Isaac says he wants to put your head on a stick for not reccommending ghost for 4v4 ^_^

I think I just might do a 102 c/c build on ladder. But then again im kinda liking the hoto build i have going. Allows for 4.7k health with my own bo, 50dr, 30 block, mass resis and oak. But then again claw block :SSSSSS.

Im bummed out about sins at the current time, not sure what I should do.
 
Re: WW Ghost Assassin Guide V2.0

wes, derek is awaiting your arrival =p

By the way, what do you think about a Wraith Brander build using Wraith Brands and Brand all personalized by a character named Wraith on west nl. Is it a wraste (sorry... couldn't help it) of brands?



 
Re: WW Ghost Assassin Guide V2.0

Hey Tienje,

Is it worth making a physical /dmg ghost if i cant afford 3/20/20's?
I have 37 20l scs and i have all the gear for a ghost.
 
Re: WW Ghost Assassin Guide V2.0

you can use 9 shadow gcs but use a highlords + fatty claws if you want, for the "best of both worlds". the only issue is keeping your HP high enough to support offensive gameplay.
 
Re: WW Ghost Assassin Guide V2.0

Barring the use of a bug belt or a gear switch involving changed belts and/or helms, can you think of any situation where a fcr amulet would be better than a maras/highlords on a ghost? Someone is very firm in his belief that maras<fcr amulet and I honest to god can't figure out why.
 
Re: WW Ghost Assassin Guide V2.0

on a physical build, i consider highlords to be essential, so the only real debate is between maras and 2/fcr on a venom build.

the setups allow for different stats, so its hard to compare the two. the maras + fcr ring setup will net you much more resists (and probably more life, depending on the fcr ring stats), whereas the ravenfrost + 2/fcr will let you more AR, cold stack, and some more elemental damage for those immune nm oaks.

tbh, the difference between the two really won't be that noticable if you built the sin correctly. most likely, the guy you're talking about is just trying to act tough to justify his own build to himself.
 
Re: WW Ghost Assassin Guide V2.0

I'm surprised you didn't mention the Visionary mod (%ar/lvl) for circlets in the helm section. Don't know if they're popular on west. I play East Ladder.

This guide inspired me to make a Ghost and I gotta say I'm having a blast. Got lucky and found a Fool's Runic Talon of Quickness with 2 LS and Um Um'd it. Shortly after, I chose to go with venom/ow and then work my way up to physical when I get better. Current stats:

(fury/chaos setup)
Damage: 2822-3454 / 2764-3036 (This seems low - I don't know why :( )
AR: 6.7k (Using 20/5's until I get some 30+/20's)
Life: 4031

(fools/chaos setup)
Damage: 2712-3345 / 2148-2547 (Again - seems low)
AR: 19k
Life: 4031

I'm remaking soon and debating on whether or not I should use Dancers or Treks. The way I see it Dancers require about 25 stat points and give ~2.5k AR, ~200 damage, 4 free skill points (fade and claw block), and allow you to use only one fhr GC (my current circlet is 7fhr/92ar jewel'd).

Treks on the other hand, well, in my opinion they dont really compare. The 25 stats (plus 15 vita) equals out to ~100 life. The str is useless. Poision resists might be useful vrs a necro maybe. Anyways... please convince me to use these.
 
Re: WW Ghost Assassin Guide V2.0

visionary mod is fine, but when combined with claw mastery, because the effects are additive, the total benefit from the visionary mod isn't all that amazing. its definitely not a "must-have", but it does have its benefits.

as for dancers vs treks...

dancers give 25 dex, thats true, but they require a large str investment, either in the form of placed points into str, or +str mods on the rings. in either case, the points/mod could be used for dex just the same, and so dancers really don't end up netting you any stat points (they might even end up costing you some points).

be careful about the +2.5k AR comparison because most of the AR gain you get from putting on dancers is from the +25 dex. if you are comparing two sins that are built around their boot selection, they will have the same amount of dex, and so dancers will only net you more AR from the +2 claw mastery, which is ~500 AR (depending on the build).

the only real benefits i see from dancers are the +2skills and the 10 extra fhr. those two mods are in comparison to the extra stats and 40% PR.

the benefit of the +str is debatable as you said, but it can come into use in letting you use a spirit on your cta switch, netting you +1 more BO. sdancers will save you some skill points, but considering that normal venom-based ghosts already have points left over, the added utility from saving those 4 points is not all that high. treks will net you more life, because the +stats will give you more life than the saved fhr gc, but the difference will be fairly marginal.

what it comes down to is an bit of extra life and resists vs. a bit of extra damage (extra venom, SM, MB, and CM). the overall difference is very small, but i do think that treks are overall more beneficial for the venom-based ghost.

this of course, is assuming that you are using dclaw/normal attack as your secondary melee skill (which i recommend). if you decide to use dtalon, then of course all this discussion becomes secondary and dancers would be the way to go.

p.s. i just saw that you will be looking to switch to physical later on. if you do that, highlords becomes essential, meaning that you will no longer have the nice resistance boosts from maras. on a physical build, dancers become much more attractive because the +2 shadow becomes much more useful, but most sins will be suffering from low res with dancers. i would definitely try to find some tri res boots, so you can swap out charms with resistance prefixes for charms with the fine prefix.

p.p.s. ghosts average around 3.8-4k damage unbuffed, so you're not that far off. use 3/20/20's instead of 36/20s
 
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Re: WW Ghost Assassin Guide V2.0

visionary mod is fine, but when combined with claw mastery, because the effects are additive, the total benefit from the visionary mod isn't all that amazing. its definitely not a "must-have", but it does have its benefits.

as for dancers vs treks...

dancers give 25 dex, thats true, but they require a large str investment, either in the form of placed points into str, or +str mods on the rings. in either case, the points/mod could be used for dex just the same, and so dancers really don't end up netting you any stat points (they might even end up costing you some points).

be careful about the +2.5k AR comparison because most of the AR gain you get from putting on dancers is from the +25 dex. if you are comparing two sins that are built around their boot selection, they will have the same amount of dex, and so dancers will only net you more AR from the +2 claw mastery, which is ~500 AR (depending on the build).

the only real benefits i see from dancers are the +2skills and the 10 extra fhr. those two mods are in comparison to the extra stats and 40% PR.

the benefit of the +str is debatable as you said, but it can come into use in letting you use a spirit on your cta switch, netting you +1 more BO. sdancers will save you some skill points, but considering that normal venom-based ghosts already have points left over, the added utility from saving those 4 points is not all that high. treks will net you more life, because the +stats will give you more life than the saved fhr gc, but the difference will be fairly marginal.

what it comes down to is an bit of extra life and resists vs. a bit of extra damage (extra venom, SM, MB, and CM). the overall difference is very small, but i do think that treks are overall more beneficial for the venom-based ghost.

this of course, is assuming that you are using dclaw/normal attack as your secondary melee skill (which i recommend). if you decide to use dtalon, then of course all this discussion becomes secondary and dancers would be the way to go.

p.s. i just saw that you will be looking to switch to physical later on. if you do that, highlords becomes essential, meaning that you will no longer have the nice resistance boosts from maras. on a physical build, dancers become much more attractive because the +2 shadow becomes much more useful, but most sins will be suffering from low res with dancers. i would definitely try to find some tri res boots, so you can swap out charms with resistance prefixes for charms with the fine prefix.

p.p.s. ghosts average around 3.8-4k damage unbuffed, so you're not that far off. use 3/20/20's instead of 36/20s

3/20/20's instead of 36/20's? i tested it on single player. with my exact setup on bnet 9x 36/20's give me 244 ar each while the 3/20/20's give me ~18 max damage and 136 ar each. is 162 max damage worth taking away 972 ar? besides - on east ladder 3/20/20's cost much more and i already have 9x 36/20's lined up and ready to be bought.

and from what u said about treks vs shadow dancers im still more fond of the dancers. my skillers are high in the life department (42+) so i can risk about 100 life for the damage. my poison resist is already maxed with fade, and if i ever happen to duel a decent poison necro ill have treks + fhr sc in stash.

and on dmg - im gonna aim for 3.6k max. are u sure average is 3.8-4k for a venom oriented ghost? seems a little high, hmmm.


 
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