- Feb 20, 2008
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My pure martial artist
I just matriarched my first pure martial artist (also my first ever matriarch assassin) Comments and suggestions are encouraged.
AlexandriaLogan
Lvl 80
174 Str
127 Dex
169 Vit
25 NRG
(these stats before gear)
20 Shadow Master
20 Tiger Strike
20 Dragon Tail
11 Phoenix Strike (a HUGE waste of points)
5 Claw Mastery
1 in every other martial art and shadow discipline
Gear:
Shako
Jade Talon
Rare Suwayyah-147-247dmg +1 Traps, +278% EDmg, +2 Max Dmg/clvl, +16.5 AR/clvl, +9% ML
Atma's Scarab Ammy
Fortitude Boneweave (this didn't come until act 5 hell, most of the time it was a "Smoke" Dusk Shroud)
Ravenfrost Ring
Rare Ring-+5% to AR, +9 Dex, +22% LRes, + 10% FRes, -25% Psn Length
Wilhelms Pride Battle Belt
Upped Gore Riders
Rare Demonhide Gloves-47 Def, +2 Martial Arts, +18% EDef, +10 Dex, +6% LRes, Half Freese
Dual Spirits on switch
Pre-buffed Shadow Master with a +3 Shadow Disc Crown and a +3 Shadow Disc ammy
Holy Freeze Merc
Tals Mask
Demons Arch
So-so Rare Armor
No torch, no anni, just some misc resist, life and elemental damage charms with a +1 Shadow Disc thrown in for good measure.
This character was both really fun and really, maddeningly frustrating at the same time. My main strategy was to run in, grab a charge or two of Tiger Strike, run out, run back in, grab a charge or two of cobra strike, Dragon Talon. I used mostly burst of speed unless I ran into an elemental enchanted Unique, when I would switch to fade. This character was not very good at tanking at all, and trying to tank was what led to most of my deaths.
Act 1 and 2 Hell she struggled a lot, some of which was due to not equiping that ravenfrost earlier. Cold enchanted monsters would slow her to a crawl and then the mob would swarm in and beat me to a pulp. Once I couldn't be frozen I was able to progress a lot faster. I did better in act 3 and 4 (surprisingly good in act 4-it was pretty much a breeze). Act 5 was just challenging enough to be fun but not enough to make me want to rip my hair out (I also had equipped fortitude at the beginning of act 5 which seemed to make a pretty noticeable difference.)
Some notes-Cloak of Shadows and mind blast were my best friends. The ability to convert a couple of monsters in the middle of a pack then blind them all so I could focus on one or two on the outside got me through a lot of hairy situations.
My shadow master had a nasty tendency to mind blast and convert the monsters I was attacking. Really annoying.
The points I put into phoenix strike were a complete waste. I put them there for PI's but the damage was stupidly low and any other benefits (freezing, meteor, etc) were too minor to make much of a difference. I was thinking if I did another one of these I would instead pour more points into claw mastery.
What would be some better choices for mercs? Mine seemed to add very little.
I just matriarched my first pure martial artist (also my first ever matriarch assassin) Comments and suggestions are encouraged.
AlexandriaLogan
Lvl 80
174 Str
127 Dex
169 Vit
25 NRG
(these stats before gear)
20 Shadow Master
20 Tiger Strike
20 Dragon Tail
11 Phoenix Strike (a HUGE waste of points)
5 Claw Mastery
1 in every other martial art and shadow discipline
Gear:
Shako
Jade Talon
Rare Suwayyah-147-247dmg +1 Traps, +278% EDmg, +2 Max Dmg/clvl, +16.5 AR/clvl, +9% ML
Atma's Scarab Ammy
Fortitude Boneweave (this didn't come until act 5 hell, most of the time it was a "Smoke" Dusk Shroud)
Ravenfrost Ring
Rare Ring-+5% to AR, +9 Dex, +22% LRes, + 10% FRes, -25% Psn Length
Wilhelms Pride Battle Belt
Upped Gore Riders
Rare Demonhide Gloves-47 Def, +2 Martial Arts, +18% EDef, +10 Dex, +6% LRes, Half Freese
Dual Spirits on switch
Pre-buffed Shadow Master with a +3 Shadow Disc Crown and a +3 Shadow Disc ammy
Holy Freeze Merc
Tals Mask
Demons Arch
So-so Rare Armor
No torch, no anni, just some misc resist, life and elemental damage charms with a +1 Shadow Disc thrown in for good measure.
This character was both really fun and really, maddeningly frustrating at the same time. My main strategy was to run in, grab a charge or two of Tiger Strike, run out, run back in, grab a charge or two of cobra strike, Dragon Talon. I used mostly burst of speed unless I ran into an elemental enchanted Unique, when I would switch to fade. This character was not very good at tanking at all, and trying to tank was what led to most of my deaths.
Act 1 and 2 Hell she struggled a lot, some of which was due to not equiping that ravenfrost earlier. Cold enchanted monsters would slow her to a crawl and then the mob would swarm in and beat me to a pulp. Once I couldn't be frozen I was able to progress a lot faster. I did better in act 3 and 4 (surprisingly good in act 4-it was pretty much a breeze). Act 5 was just challenging enough to be fun but not enough to make me want to rip my hair out (I also had equipped fortitude at the beginning of act 5 which seemed to make a pretty noticeable difference.)
Some notes-Cloak of Shadows and mind blast were my best friends. The ability to convert a couple of monsters in the middle of a pack then blind them all so I could focus on one or two on the outside got me through a lot of hairy situations.
My shadow master had a nasty tendency to mind blast and convert the monsters I was attacking. Really annoying.
The points I put into phoenix strike were a complete waste. I put them there for PI's but the damage was stupidly low and any other benefits (freezing, meteor, etc) were too minor to make much of a difference. I was thinking if I did another one of these I would instead pour more points into claw mastery.
What would be some better choices for mercs? Mine seemed to add very little.