WW Ghost Assassin Guide V2.0

Re: WW Ghost Assassin Guide V2.0

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.
well, with the 10x 3/20/20's, it'll bring you up to just about 3.8k. use a chaos suwayyah (with wsm bugging) and you'll probably get close to 4k. my friends are all about 3.8k, even the ones that uses gt's. my sin is about 4.1k unbuffed, but thats because it has an ebugged chaos. don't worry about the damage too much though. the actual effective damage will change whether you are using mostly venom/physical, and the char screen doesn't reflect that aspect.

if you're comparing iron vs fine prefix, i would definitely use the fine scs, but if they're too expensive, then just stick with the 36/20's. if you can't buy 3/20/20's, don't go the physical route. stick with 9 shadow gcs, but feel free to use the heaviest claws you can without losing too much life.

p.s. the damage you gain from sdancers is just about the same as (if not slightly less than) what you gain from using 3/20/20's. just something to think about.



 
Re: WW Ghost Assassin Guide V2.0

well, with the 10x 3/20/20's, it'll bring you up to just about 3.8k. use a chaos suwayyah (with wsm bugging) and you'll probably get close to 4k. my friends are all about 3.8k, even the ones that uses gt's. my sin is about 4.1k unbuffed, but thats because it has an ebugged chaos. don't worry about the damage too much though. the actual effective damage will change whether you are using mostly venom/physical, and the char screen doesn't reflect that aspect.

if you're comparing iron vs fine prefix, i would definitely use the fine scs, but if they're too expensive, then just stick with the 36/20's. if you can't buy 3/20/20's, don't go the physical route. stick with 9 shadow gcs, but feel free to use the heaviest claws you can without losing too much life.

p.s. the damage you gain from sdancers is just about the same as (if not slightly less than) what you gain from using 3/20/20's. just something to think about.

should I use suwayyah fury / feral chaos for most dmg? or suwayyah chaos / runic fury?

currently using suwayyah fury / gt chaos


 
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Re: WW Ghost Assassin Guide V2.0

always use chaos in the suwayyah. there's more ED on chaos, so it should be on your biggest claw.

suwa/feral (-30 AWSM) requires 52 IAS
suwa/runic (-45 AWSM) requires 19 IAS

again, its just trying to use the heaviest claws you can without affecting your trap laying speed or losing too much life.
 
Re: WW Ghost Assassin Guide V2.0

The guide mentions how to play vs some hdins ad provides a vid.

But the ones mentioned seem like the ones that tele hammer and the vid shows mostly teleing on his part. I searched the vid library, but more tele.

How can this build be effective vs a constantly synching hdin that tele's after having some serious synching going on? My ghost can't cut it and ar isn't the issue :P

I can't catch them since the nm I'm getting is actually one screen away and disappears before I can get to him, which just leads to hammers when I do. Invis hammers :O

I'm contemplating using a WW/LS hybrid on this type of build and sticking with Ghost for all others. She can go alright vs barbs and smiters, so she's very strong, and gets the casters too ;)

Point is, I'm having trouble vs them. My tactic is far too aggressive (sorry, can't help it :( ) and the guide says to be defensive, but that feels...too defensive. Idk, I try to get him to coome, but the synching makes it unsafe.

Any good advice before I just make a hybrid with maybe decent traps (even 3-5K traps would help tremendously :P )
 
Re: WW Ghost Assassin Guide V2.0

The guide mentions how to play vs some hdins ad provides a vid.

But the ones mentioned seem like the ones that tele hammer and the vid shows mostly teleing on his part. I searched the vid library, but more tele.

How can this build be effective vs a constantly synching hdin that tele's after having some serious synching going on? My ghost can't cut it and ar isn't the issue :P

I can't catch them since the nm I'm getting is actually one screen away and disappears before I can get to him, which just leads to hammers when I do. Invis hammers :O

I'm contemplating using a WW/LS hybrid on this type of build and sticking with Ghost for all others. She can go alright vs barbs and smiters, so she's very strong, and gets the casters too ;)

Point is, I'm having trouble vs them. My tactic is far too aggressive (sorry, can't help it :( ) and the guide says to be defensive, but that feels...too defensive. Idk, I try to get him to coome, but the synching makes it unsafe.

Any good advice before I just make a hybrid with maybe decent traps (even 3-5K traps would help tremendously :P )
the paladin only teleports once in the first duel in the video, so i'm a little bit confused why you classified him as a teleporter.

as for the strategy, i think you might be misinterpreting my message. i don't ever condone being defensive in the explanation (i hate playing defensive as well). the point is that you'll still play the offensive role, but you have to be smart about when to jump. you need to catch him charging or when you are sure you won't get hammered after nl teleing, but that doesn't mean you're running away. you'll be the one constantly applying the pressure, but it doesn't mean you should be suicidally pouncing on him every chance you get. i think if you watch the video carefully, you'll see that i don't wait for him to step into my traps; i'm usually the one that ends up jumping on him when hes charging away.

i've always felt that the vs paladin matchup is one where the ww/ls definitely has the advantage, but i've never felt the ghost to be underpowered in that arena.



 
Re: WW Ghost Assassin Guide V2.0

The third duel in your vid was what I thought your guide was talking about when short whirling south for a quick pass. Must be thinking of something else about the defensive stuff. Sorry ^^; Can't remember which, but I saw one that tele'd...somewhere...I think I googled some. idk.

I'd like to stick to my Ghost and use it for everything (she is so much fun, but only hdins give her trouble. BvC out dmg her ofc, but that's still fun cause I can grab a win too)


The main owner of where I play uses a hdin and did some fun 2v1 with me. (due to my schedule, it's the only time I have dueled him so far)

He quickly kills my zon (he had low life) and it quickly becomes me vs him. Similar to the first duel in the vid, he charges, but the tele part I was talking about was when my guy tele's after desynching a lot. I know I can't trust my eyes if I see a lot of synching, but he's harder to predict than a smiter. I've managed to stun him once, but it turns out, the lock I got at the edge of the screen was actually right next to me and he was about to cast.

He likes to do that a bunch and I was wondering if there was any more advice. Waiting for a charge seems best sine they have reduced block and what not, but they get away before the whirl gets them (maybe a glancing blow once in a while). He's also probably not even on the same screen as me.


Is widow really effective? I have another ghost that built it in, but I stripped her (venom) to make my current one (a phys build).
 
Re: WW Ghost Assassin Guide V2.0

the path you take in these duels is abit hard to explain, but it revolves around getting a namelock on the dins desynced image behind him so that you have MB on him before he can jump you. despite the uncertainty that desync causes in terms of position, the paladin will always show the correct DIRECTION. use this to you advantage to dodge the hammer fields while you advance.

once you can get a NL before the din jumps you, then those 1-2 defensively placed traps will come into play and protect you from any telehammers. i know its sort of hard to see/hear in the video, but i will always either place traps under me or teleport into traps placed in front of me whenever i'm moving before i get the NL. both those things together will give you the opportunity to jump the paladin when the time is right.

because of the difference in damages, it's all about protection first, and then finding the openings second.
 
Re: WW Ghost Assassin Guide V2.0

I was wondering when does fade start to give you DR? I havent seen DR in the skil descrip. Also if im using tienje equip set up how high would my fade have to be to acheive max block? I only have 8% from the nigma right?
 
Re: WW Ghost Assassin Guide V2.0

Each point in fade confers a one percent pdr bonus if memory serves me right, for example: slvl 20 fade = 20 percent pdr.

If by TienJe's setup you mean using fine small charms of vita instead of shadow skillers, I'd imagine you'll want to max fade.
 
Re: WW Ghost Assassin Guide V2.0

Actually I was just talking about the equip not the charms. If my math is right I only get 8% DR from the nigma so I would need a Fade lvl of 42 to acheive 50% DR right? or is there an item im missing with DR?
 
Re: WW Ghost Assassin Guide V2.0

TienJe, as of today what would be your PERFECT equip/charm set up for a PvP WW Ghost (Ladder, so EBugged stuff isn't avail.)? I've tried a few different things on Zonfire and I can't choose and am pretty indecisive on almost everything I have tried.
 
Re: WW Ghost Assassin Guide V2.0

thats an impossible question

So far. Heres what I have right now: Shadow Dancers, Arachs, 2x RF, 2sin/20fcr/resists/str/mana Ammy, Trang's Gloves, Chaos/Fury, 2sin/20fcr/resists/str/life Circlet, +6 Venom prebuff claws, CTA/Spirit on switch, 9x 45 lifer Shadow Disc charms, Anni/Torch, rest is 20/17 scs, Enigma. WW hits 5k damage, hp hits a little over 4k, AR is pretty crappy, I hit the 65fcr bp. Is the FCR BP too low? Even with two +10 rings I cant hit the next one, seems kinda slow to me. Resists aren't maxed with that setup either, everything is 60+ with Fade.


 
Re: WW Ghost Assassin Guide V2.0

I hit the 65fcr bp. Is the FCR BP too low? Even with two +10 rings I cant hit the next one, seems kinda slow to me.
65% fcr is the generally accepted bp for ww'sins.

102% requires a godly ammy and a griffons (or an 08 valk) and 2x fcr rings. overall it just aint worth it.

Resists aren't maxed with that setup either, everything is 60+ with Fade.

you need to do something about that. replace the 20/17 sc's (life/mana?) with res/lifers.



 
Re: WW Ghost Assassin Guide V2.0

while i can't tell you whether the phys or venom setup is better, i can at least comment on the gear you have now.

change the 20/17's into 36/20's or 3/20/20's and some 20/5 or 20/11's to max your res. you might want to get a fools claw vs the higher def characters if you're going 9x shadow gcs.

try switching your ammy to a maras and then adding a fcr/ar/stat/life/mana/res ring instead of one of your rfrosts; see how your stats end up in comparison.

if you REALLY want 102 fcr, then you'll have to keep your ammy and go with either a .08 valk or a griffons, though i suggest strongly that you stay with 65%. once you get used to it, the fcr won't really be an issue. i can catch 200 fcr sorcs with 65%, so it should be fine for you as well.
 
Re: WW Ghost Assassin Guide V2.0

65% fcr is the generally accepted bp for ww'sins.

102% requires a godly ammy and a griffons (or an 08 valk) and 2x fcr rings. overall it just aint worth it.



you need to do something about that. replace the 20/17 sc's (life/mana?) with res/lifers.

Problem is, without those 20/17's my Mana would plummet and it already seems pretty low.


 
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Re: WW Ghost Assassin Guide V2.0

Problem is, without those 20/17's my Mana would plummet and it already seems pretty low.
read the post i made above, more specifically the part about the switch to maras/fcr ring. you'll net a lot more mana that way.



 
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