Guardian Kwika - DC/BS Assassin

Dezrok

New member
Nov 18, 2012
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Kwika is a Dragon Claw/Blade Shield Assassin using a limited selection of skills. No Death Sentry or Lightning Sentry and no Venom. Twinked but generally far from godly gear.

LCS DC and BS


Stats:
Code:
Name:       Kwika
Class:      Assassin
Experience: 979600729
Level:      84


            Naked/Gear
Strength:   111/149
Dexterity:  97/135
Vitality:   282/297
Energy:     25/40
HP:         1062/1155
Mana:       149/215
Stamina:    526/545
Defense:    24/1683
AR:         DC - 8656 and 8865


Damage:     DC - 742-1771 and 781 - 1499
            BS - 276-516 (Cruel Feral Claw)
            BF - 338-828 (Harmony rw)


Fire:       176/136/76
Cold:       172/132/72
Lightning:  177/137/77
Poison:     133/93/33


MF:         62       Block:      17
GF:         133
FR/W:       3       (not to forget 36 from Vigor (Harmony rw) plus 44 from BoS - Kwik!)
FHR:        100
IAS:        35      (giving a 5fpa DC with BoS)
FCR:        0


Skills:
Code:
Fire Blast: 1/3
Shock Web: 0/0
Blade Sentinel: 1/3
Charged Bolt Sentry: 0/0
Wake of Fire: 1/3
Blade Fury: 1/3
Lightning Sentry: 0/0
Wake of Inferno: 0/0
Death Sentry: 0/0
Blade Shield: 20/22


Claw Mastery: 10/12
Psychic Hammer: 1/3
Burst of Speed: 7/9
Weapon Block: 7/9
Cloak of Shadows: 1/3
Fade: 1/3
Shadow Warrior: 20/22
Mind Blast: 1/3
Venom: 0/0
Shadow Master: 0/0


Tiger Strike: 0/0
Dragon Talon: 1/4
Fists of Fire: 0/0
Dragon Claw: 20/23
Cobra Strike: 0/0
Claws of Thunder: 0/0
Dragon Tail: 1/4
Blades of Ice: 0/0
Dragon Flight: 1/4
Phoenix Strike: 0/0


Gear:
Code:
Cruel Feral Claws of Burning
Feral Claws
One Hand Damage: 84 - 202
Durability: 51 of 52
Required Level: 58
Required Strength: 113
Required Dexterity: 113
Fingerprint: 0xa8b0bafd
Item Level: 25
Version: Expansion 1.10+
283% Enhanced Damage
Adds 6 - 20 Fire Damage
All Resistances +14
Lightning Resist +29%
2 Sockets (2 used)
Socketed: Scintillating Jewel
Socketed: Ambergris Jewel


Scintillating Jewel
Jewel
Required Level: 26
Fingerprint: 0x9f04b651
Item Level: 36
Version: Expansion 1.10+
Cold Resist +14%
Lightning Resist +14%
Fire Resist +14%
Poison Resist +14%


Ambergris Jewel
Jewel
Required Level: 14
Fingerprint: 0x5cec57fa
Item Level: 28
Version: Expansion 1.10+
Lightning Resist +29%


Kwika's Bartuc's Cut-Throat
Runic Talons
One Hand Damage: 90 - 169
Durability: 68 of 69
Required Level: 67
Required Strength: 115
Required Dexterity: 115
Fingerprint: 0xd82183bf
Item Level: 75
Version: Expansion 1.10+
+1 to Martial Art Skills (Assassin Only)
+2 to Assassin Skill Levels
+30% Faster Hit Recovery
172% Enhanced Damage
Adds 25 - 50 Damage
20% Bonus to Attack Rating
9% Life stolen per hit
+28 to Strength
+20 to Dexterity
All Resistances +11
Required Level +7
1 Sockets (1 used)
Socketed: Scintillating Jewel of Virility


Scintillating Jewel of Virility
Jewel
Required Level: 42
Fingerprint: 0xf50a1ea6
Item Level: 82
Version: Expansion 1.10+
+8 to Strength
Cold Resist +11%
Lightning Resist +11%
Fire Resist +11%
Poison Resist +11%


Kwika's Harmony
Double Bow
TirIthSolKo
Two Hand Damage: 44 - 93
Durability: 27 of 36
Required Level: 39
Required Strength: 58
Required Dexterity: 73
Fingerprint: 0x4120a251
Item Level: 85
Version: Expansion 1.10+
Level 10 Vigor Aura When Equipped
225% Enhanced Damage
+9 to Minimum Damage
+9 to Maximum Damage
Adds 55 - 160 Fire Damage
Adds 55 - 160 Lightning Damage
Adds 55 - 160 Cold Damage Over 3 Secs (82 Frames)
+3 to Valkyrie
+10 to Dexterity
Regenerate Mana 20%
+2 to Mana after each Kill
+2 to Light Radius
Level 20 Revive (25/25 Charges)
4 Sockets (4 used)
Socketed: Tir Rune
Socketed: Ith Rune
Socketed: Sol Rune
Socketed: Ko Rune


Rockstopper
Sallet
Defense: 178
Durability: 18 of 18
Required Level: 31
Required Strength: 43
Fingerprint: 0x6d730d98
Item Level: 75
Version: Expansion 1.10+
+15% Increased Attack Speed
+30% Faster Hit Recovery
+183% Enhanced Defense
+15 to Vitality
Cold Resist +34%
Lightning Resist +31%
Fire Resist +40%
Damage Reduced by 10%
1 Sockets (1 used)
Socketed: Camphor Jewel of Fervor


Camphor Jewel of Fervor
Jewel
Required Level: 31
Fingerprint: 0xf379b49
Item Level: 44
Version: Expansion 1.10+
+15% Increased Attack Speed
Lightning Resist +8%


Duress
Dusk Shroud
ShaelUmThul
Defense: 1246
Durability: 20 of 20
Required Level: 49
Required Strength: 77
Fingerprint: 0x447e29fe
Item Level: 83
Version: Expansion 1.10+
+40% Faster Hit Recovery
14% Enhanced Damage
Adds 37 - 133 Cold Damage Over 2 Secs (50 Frames)
15% Chance of Crushing Blow
33% Chance of Open Wounds
+167% Enhanced Defense
-20% Slower Stamina Drain
Cold Resist +30%
All Resistances +15
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Um Rune
Socketed: Thul Rune


Laying of Hands
Bramble Mitts
Defense: 87
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x5d6a6909
Item Level: 75
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%


String of Ears
Demonhide Sash
Defense: 106
Durability: 22 of 22
Required Level: 29
Required Strength: 20
Fingerprint: 0xcf5cff4e
Item Level: 60
Version: Expansion 1.10+
7% Life stolen per hit
+162% Enhanced Defense
+15 Defense
Damage Reduced by 14%
Magic Damage Reduced by 15
+10 Maximum Durability


Goblin Toe
Light Plated Boots
Defense: 33
Durability: 18 of 18
Required Level: 22
Required Strength: 50
Fingerprint: 0x37fdd4a3
Item Level: 62
Version: Expansion 1.10+
25% Chance of Crushing Blow
+53% Enhanced Defense
+15 Defense
Damage Reduced by 1
Magic Damage Reduced by 1
-1 to Light Radius


Doom Eye
Amulet
Required Level: 40
Fingerprint: 0x8ec65c9e
Item Level: 63
Version: Expansion 1.10+
+1 to Barbarian Skill Levels
5% Mana stolen per hit
+4 to Strength
+3 to Dexterity
Cold Resist +21%
Fire Resist +16%


Raven Frost
Ring
Required Level: 45
Fingerprint: 0xf3ea389a
Item Level: 82
Version: Expansion 1.10+
+236 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+15 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen


Blood Touch
Ring
Required Level: 23
Fingerprint: 0x58134da9
Item Level: 67
Version: Expansion 1.10+
+3 to Minimum Damage
+101 to Attack Rating
+15 to Energy
Lightning Resist +27%
Poison Resist +24%
Damage Reduced by 2


Charms:
Code:
Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0xd9ab49e8
Item Level: 80
Version: Expansion 1.10+
133% Extra Gold from Monsters
Reduces all Vendor Prices 10%
23% Better Chance of Getting Magic Items


Tangerine Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0xa3d1f66
Item Level: 49
Version: Expansion 1.10+
Lightning Resist +5%
4% Better Chance of Getting Magic Items


Lucky Grand Charm of Strength
Grand Charm
Required Level: 1
Fingerprint: 0xc27fecc5
Item Level: 81
Version: Expansion 1.10+
+4 to Strength
7% Better Chance of Getting Magic Items


Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x4778eba5
Item Level: 50
Version: Expansion 1.10+
4% Better Chance of Getting Magic Items


Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x1b47c4dd
Item Level: 84
Version: Expansion 1.10+
5% Better Chance of Getting Magic Items


Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x35278072
Item Level: 75
Version: Expansion 1.10+
5% Better Chance of Getting Magic Items


Snowy Small Charm of Fortune
Small Charm
Required Level: 20
Fingerprint: 0xc8118970
Item Level: 46
Version: Expansion 1.10+
Adds 1 - 3 Cold Damage Over 1 Secs (25 Frames)
5% Better Chance of Getting Magic Items


Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0xaaae49a1
Item Level: 56
Version: Expansion 1.10+
5% Better Chance of Getting Magic Items


Fine Small Charm of Fortune
Small Charm
Required Level: 21
Fingerprint: 0x3837ada7
Item Level: 49
Version: Expansion 1.10+
+1 to Maximum Damage
+18 to Attack Rating
4% Better Chance of Getting Magic Items


Viridian Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0xa881c347
Item Level: 28
Version: Expansion 1.10+
+10 to Life
Poison Resist +7%


Jade Small Charm
Small Charm
Required Level: 20
Fingerprint: 0x65560f34
Item Level: 85
Version: Expansion 1.10+
Poison Resist +9%


Emerald Large Charm of Life
Large Charm
Required Level: 27
Fingerprint: 0x9ea70319
Item Level: 52
Version: Expansion 1.10+
+14 to Life
Poison Resist +15%


Jade Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0x84ac2558
Item Level: 64
Version: Expansion 1.10+
+3% Faster Run/Walk
Poison Resist +8%


Ocher Small Charm of Strength
Small Charm
Required Level: 16
Fingerprint: 0xbe455c90
Item Level: 70
Version: Expansion 1.10+
+2 to Strength
Lightning Resist +7%


Sapphire Small Charm
Small Charm
Required Level: 32
Fingerprint: 0xa74f3c09
Item Level: 66
Version: Expansion 1.10+
Cold Resist +10%


Lapis Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0x9e38f3d9
Item Level: 6
Version: Expansion 1.10+
+6 to Life
Cold Resist +7%


Coral Small Charm of Venom
Small Charm
Required Level: 20
Fingerprint: 0x4e7844e5
Item Level: 45
Version: Expansion 1.10+
Adds 15 Poison Damage Over 4 Secs (100 Frames)
Lightning Resist +8%


Snowy Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x4b8cfd08
Item Level: 83
Version: Expansion 1.10+
Adds 2 - 3 Cold Damage Over 1 Secs (25 Frames)
+18 to Life


Steel Small Charm
Small Charm
Required Level: 49
Fingerprint: 0x67c2efc2
Item Level: 88
Version: Expansion 1.10+
+33 to Attack Rating


Mercenary:
Code:
Name:       Durga
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 72031112
Level:      84
Dead?:      false


            Naked/Gear
Strength:   184/184
Dexterity:  148/148
HP:         1727/1727
Defense:    1274/1990
AR:         1898/1898


Fire:       148/108/48
Cold:       178/138/78
Lightning:  163/123/63
Poison:    148/108/48


Blackhorn's Face
Death Mask
Defense: 266
Durability: 15 of 20
Required Level: 41
Required Strength: 55
Fingerprint: 0x304f8e37
Item Level: 75
Version: Expansion 1.10+
Prevent Monster Heal
Slows Target by 20%
+206% Enhanced Defense
Lightning Resist +15%
+20 Lightning Absorb
Attacker Takes Lightning Damage of 25




Zach's Treachery
Scarab Husk
ShaelThulLem
Defense: 450
Durability: 28 of 28
Required Level: 51
Required Strength: 95
Fingerprint: 0x55625ad3
Item Level: 82
Version: Expansion 1.10+
5% Chance to cast level 15 Fade when struck
25% Chance to cast level 15 Venom on striking
+2 to Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold from Monsters
3 Sockets (3 used)
Socketed: Shael Rune
Socketed: Thul Rune
Socketed: Lem Rune


The Reaper's Toll
Thresher
Two Hand Damage: 42 - 494
Durability: 65 of 65
Required Level: 75
Required Strength: 114
Required Dexterity: 89
Fingerprint: 0x6ee6695d
Item Level: 88
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
+15% Increased Attack Speed
251% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 1 Secs (37 Frames)
13% Life stolen per hit
33% Deadly Strike
Requirements -25%
1 Sockets (1 used)
Socketed: Ruby Jewel of Fervor


Ruby Jewel of Fervor
Jewel
Required Level: 58
Fingerprint: 0xefc527af
Item Level: 88
Version: Expansion 1.10+
+15% Increased Attack Speed
40% Enhanced Damage


Kwika was great fun to play and despite lacking any effective AoE attack felt fast. Great crowd control with CoS and the occasional MB. A maxed Shadow Warrior for an extra meat shield. PIs broken by Reapers, but even unbreakables usually died fairly fast … seemed Kwika and Durga had more elemental damage than I gave them credit for, so yeah things died pretty well. Probably the two hardest areas were the Crystal Passage and Frozen River. Crystal Passage had PI Moon Lords, with Snakes and Infidels. Some nasty Moon Lord bosses caused a few problems and slowed things down alot. While Frozen River had unleachable Bone Mages and Ghosts (also PI), along with Sirens casting Amp. Otherwise things were pretty straight-forward with perhaps the easiest of Hell Act 5 being the Glacial Trail which had Pit Vipers, Gloom Bats and Rot Walkers.


Shadow Warrior - Previous sins of mine have used Shadow Master and I haven't like their tendency to use Dragon Flight to zip around all the nearby monster packs and drag them all into an ongoing battle, so I thought I'd give the Shadow Warrior a go and control what skills it could use. Maxed SW with Fade active was pretty hard to kill. Something like 47% pdr and 100% res all with almost 1500 life and often some form of life leech from gear. Doesn't hurt anything but can tank most things indefinitely. When it did go poof, I knew something bad was in the fray somewhere and needed to pay extra attention to what was going on. Kinda like a canary that way. Only drawback was that I wanted to have Dragon Claw on RMB, which meant there really wasn't an alternative skill to put on LMB, so SW tended to only have access to DC, somewhat limiting its usefulness. Overall though I was much happier with the Warrior than previous Masters.


Blade Shield - BS is a bit of a BS skill that really doesn't work well with Dragon Claw. BS uses ctc on attack mods. DC requires dual claws. Claws don't have ctc on attack mods. Still, just from the physical damage of her Cruel Feral Claws BS would do just under an average of 400 damage to all monsters immediately next to Kwika every second - if it could hit with a Normal attack… Every now and again a monster would keel over for no apparent reason and that may have been from BS, or more likely from a previous application of OW. Possibly interesting to make a non-claw assassin to better utilise BS, but probably really always going to be a better use of 24 skill points.


Blade Fury - gave the option of a ranged attack which seemed to hit a lot more often that I thought it ought to. Still, really only useful for the very rare occasions when Kwika couldn't reach something and really wanted it to be dead (Sirens over the Frozen River for example). I could have put a different weapon on switch, something with ITD and ctc on striking mods, to take better advantage of BF, but I really liked having Harmony on switch for the Vigor aura, not necessary but a great luxury to be able to run around that fast and Kwika was coping fine without needing something more survival oriented.


Dragon Claw - What to say? Good skill. Pretty obvious really, just keep on improving the claws as better ones become available. Kwika's Cruel Feral Claws came from the chippie recipe. Good recipe that!


Weapon Block - Another good skill that didn't really interfere with attacks. 49% chance to block almost anything for only a handful of skill points. CE death cold nova … blocked! Too good!


NDEs - None. The closest came in Hell Cows where the portal appeared in a corner, blocked in by the Cow King's fort and next to his corner. There was also a Boss pack (Holy Freeze and Stoneskin) and a Champ pack, plus Cow King (Cursed and Stoneskin), plus a normal pack of cows. Durga died a few times (lots). There was lots of frantic running and use of CoS and MB and recasting SW and TPs and potion swallowing before I ground out a bit of space halfway across the field and could start breaking the packs up and dealing with them in manageable pieces.


Finds - HF-Um; The Scalper; Thunderstroke; Blackhand Key; Ravenfrost; (pretty quiet on the finds front due largely to a pretty low MF, but a couple of grailers in there keeps me happy)


Actually, just writing this has made me look at her gear and realise I could make much better use of the amulet and one ring slot, even just to boost MF. Still waiting for a decent base to make that Fortitude in which should make Kwika really ZING.)
 
Cool character and good write-up! Blade Shield may not be so hot but at least it looks awesome.

My experiences are the same as yours for the Shadow summons. SW is the safer option for HC, and Fade makes her a fantastic tank. I am not sure if she goes all the way to 100% elemental resists - I think it's capped at 95%, but that's still great.

Yikes, that cow level situation sounds intense!


Why did you want DC on the right mouse button? I would surely have put it on the left button, for faster access to a RMB skill (CoS, MB, Shadow) while I was in hectic fights using DC.

Hehe, I think it's funny that your resist jewel in the claw just happens to be a Jewel of Virility. :D

And that jewel in the merc's weapon - it's perfect, a dream item! I have never seen a Ruby Jewel of Fervor of any value. Biggest +ED Jewel of Fervor I have found is a +27% Rusty.

So, when you wanted a ranged attack you used Blade Fury? But why did you even get that skill instead of just using Attack with the bow in those cases? Your armor would have given those arrows quite the oomph.
 
Why did you want DC on the right mouse button? I would surely have put it on the left button, for faster access to a RMB skill (CoS, MB, Shadow) while I was in hectic fights using DC.

Not the OP, but the main reason to have an attack (like DC or frenzy) on the right click is so you can hold right click down and steer (you auto attack any monster that gets in range), then if you want to use CoS etc. just hit the hotkey and as you are already holding down rightclick you auto cast it and can switch back to your attack.
 
That Jewel on the merc's item is absolutely ridiculous. Part of me winces at the thought of putting it in a merc weapon when it could be the crown jewel on some sick rare circlet or weapon (socketed rare hydra bow perhaps?). You'll probably never see one of those again!
 
My experiences are the same as yours for the Shadow summons. SW is the safer option for HC, and Fade makes her a fantastic tank. I am not sure if she goes all the way to 100% elemental resists - I think it's capped at 95%, but that's still great.

The stuff I read stated that it was possible for a high level SW with Fade to become immune to all elements and nothing about a cap ... there were times that I wondered though.

Why did you want DC on the right mouse button? I would surely have put it on the left button, for faster access to a RMB skill (CoS, MB, Shadow) while I was in hectic fights using DC.

What Jcakes said. There were some fights where I preferred to target specific monsters with DC on LMB and have MB on RMB, such as Lister, but generally I was happiest just being able to auto-attack anything that came within range.

So, when you wanted a ranged attack you used Blade Fury? But why did you even get that skill instead of just using Attack with the bow in those cases? Your armor would have given those arrows quite the oomph.

Good point. It was for the 6fpa BF vs the 10fpa normal attack with the Harmony Double Bow, but thinking about it the damage difference would probably make the normal attack a better option. It is also a prereq for BS, so it is going to get a point anyway.

And that jewel in the merc's weapon - it's perfect, a dream item! I have never seen a Ruby Jewel of Fervor of any value. Biggest +ED Jewel of Fervor I have found is a +27% Rusty.

That Jewel on the merc's item is absolutely ridiculous. Part of me winces at the thought of putting it in a merc weapon when it could be the crown jewel on some sick rare circlet or weapon (socketed rare hydra bow perhaps?). You'll probably never see one of those again!

Seems my use of that jewel is a little controversial but at the time i found it (and the Reapers shortly after) it made sense. I was trying to Guardian a Kodiak, which meant the merc was doing almost all the killing. The merc needed a better weapon and the Reapers was just what I was after, the Reapers with that jewel was even better and they needed all the help they could get. Anyway, I figured I'd use that Reapers on almost all my mercs and so get plenty of use out of the jewel. Anything else I put it in would get used by a couple of characters every now and again but would generally lie around gathering dust. Possibly would have been better in the merc helm tho...
 
It is also a prereq for BS, so it is going to get a point anyway.

*facepalm* I did not think of that!



For me, there is nothing controversial about getting the merc the best gear. I was just amazed by the jewel.

Twinking sure changes the uses and perspectives of things. One of my characters had a merc that got to enjoy a Fortitude armor for the last half of Act V Hell but it will never be used again since I don't twink. It was made in a Full Plate (nearly total waste of the big Defense boost but I had nothing else).

Do you have any plans for a character that will use that Reaper's Toll?
 
Not saying it was a waste- only that I would have probably stashed it, guardian be damned. Putting it in a non-weapon, for example, like Andariel's Visage or Guilluime's Face would have been quite awesome indeed, as it could serve you well no matter what weapon your merc is sporting. But I do understand the pressures when playing untwinked in Hardcore and trying to get every little bit out of the items you are dealt.
 
No plans for a char with the Reaper's at the moment. I'm going through a stage of randomly selecting skills and playing with those. Means I get to try out skills like BS that I would otherwise ignore in a more thought out build.

Actually, for most builds I can usually think of a better weapon to put on the character, while there is often no better weapon I can think of for the merc. Happy to take some suggestions for the future though.
 
If you are working with a damage build, then (eth) Reapers will probably be the way to go. However, Necro summoners already use curses so they typically don't need reapers. Casters almost always use Infinity, and hammerdins use Insight or maybe even Doom.
 
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