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WW Ghost Assassin Guide V2.0 by TienJe
Originally posted July 4, 2007
WW Ghost Assassin Guide v2.0
Version History
Table of Contents
1. Introduction
About Me
My account name is *TienJe on USWest NL. I've dueled in GM guilds and clans since .09, and I've always kept builds and strategies to myself, but I'm making an exception for such a fun and undervalued character. This character has served me so well that I felt I should give other people the chance to enjoy it as well. My ghost is Namelock on USWest NL. I'm always available for duels or questions. But, I'm not important. Let's get on with the guide.
Why Ghosts?
Ghosts have been around for a while, but still are often times confused with hybrids and whirlwind assassins. Ghosts are a mix of those two builds. They teleport and have traps like a hybrid, but emphasize the WW damage like a WW assassin. A ghost is basically a pure WW assassin armed with teleport and low level traps for stun. As a result of their build, they come equipped with high level Mind Blast and Fade.
Ghosts are perhaps the perfect anti-caster character; the stun this character puts out is almost impossible to escape, and the strong whirlwind deals damage in multiple elements, making it very hard to fully resist. Claw block grants unparalleled protection, blade shield + venom + whirlwind take care of minion stack, and venom works extremely well against most caster types. These assassins should never be compared to BvC's, as although they both use whirlwind, fast breakpoints, and stun, the style is completely different. This isn't to say that the ghost is a one trick pony. The nature of whirlwind gives the ghost an advantage over most melee, making it quite effective against most enemies, even other anti-caster characters.
It should be noted, however, that ghosts are probably the most hotkey/skill/micro intensive class I have played so far, but there is no doubt that she is one of the most fun and effective characters when played correctly. It's probably the only character where you can have total control over the enemy during a duel.
Disclaimer
I do not claim to be the inventor of the build; this is just my interpretation. The videos are for didactic purposes only.
2. Stat Allocation
Starting Stats
Per level
Stat Bonuses
Placing Stats
Stat allocation for a ghost should be the same as most other characters in this day and age. Place enough STR and DEX for your equipment, and then pump VIT. Don't bother over-placing strength for damage; most of your damage will come from venom, and the ghost benefits from more survivability from the extra VIT. DEX should be kept at a minimum as well, as claw block will take care of your block without any DEX, though if you find your AR is significantly low, you may pump a few points in. However, investment in DEX is not recommended, as changing around setups and items in the inventory will give much more AR than DEX will. Just remember that if your life is too low, your ghost will have a hard time, because it is a very offensive character and requires you to be able to take a few hits. You should aim for at least 3.7k HP.
Originally posted July 4, 2007
WW Ghost Assassin Guide v2.0
Version History
- V1.1 - added info on equipment options and table of contents
- V1.2 - expanded strategies and comments on dragon flight
- V1.3 - added better explanation of trap laying speed, hammerdin strategies, added ghost statistic section (HoF), and fixed some numbers in stat and break point sections
- V1.4 - added comments on claw types and stat allocation, added optional gear section for different setups, added comments on dragon flight in general tactics
- V1.5 - expanded hammerdin strategies, added liberator strategy, added Grooner's helm socket choice, expanded explanation of mind blast stun effects, overall improvements
- V1.6 - added WSM bugging explanation, and updated current stats/setup.
- V1.7 - added explanation of Venom and Physical Ghost Variants and example setups for both.
- V1.8 - added dueling clips for different classes. changed up barb and trapper strats to include widowmaker.
- V1.9 - clarified NextDelay feature of WoF and consequences
- V2.0 - massive additions (WSM sections) and final editing
Table of Contents
- Introduction
a. About Meb. Why Ghosts?c. Disclaimer - Stat Allocation
a. Starting Statsb. Per Levelc. Stat Bonusesd. Placing Stats - Skills
a. Notesb. Allocationc. Notes and Explanations - Equipment
a. Breakpointsb. Equipment Optionsc. WSM Buggingd. Charm and Socket Optionse. Venom and Physical Ghost Spectrum - Tactics
a. Hotkeysb. General Tactics - Class-Specific Strategies
a. Sorceressb. Necromancerc. Druidd. Amazone. Paladinf. Assassing. Barbarianh. Team Dueling - My Ghost
a. Major Statsb. Setupc. Screenshot - Credits
1. Introduction
About Me
My account name is *TienJe on USWest NL. I've dueled in GM guilds and clans since .09, and I've always kept builds and strategies to myself, but I'm making an exception for such a fun and undervalued character. This character has served me so well that I felt I should give other people the chance to enjoy it as well. My ghost is Namelock on USWest NL. I'm always available for duels or questions. But, I'm not important. Let's get on with the guide.
Why Ghosts?
Ghosts have been around for a while, but still are often times confused with hybrids and whirlwind assassins. Ghosts are a mix of those two builds. They teleport and have traps like a hybrid, but emphasize the WW damage like a WW assassin. A ghost is basically a pure WW assassin armed with teleport and low level traps for stun. As a result of their build, they come equipped with high level Mind Blast and Fade.
Ghosts are perhaps the perfect anti-caster character; the stun this character puts out is almost impossible to escape, and the strong whirlwind deals damage in multiple elements, making it very hard to fully resist. Claw block grants unparalleled protection, blade shield + venom + whirlwind take care of minion stack, and venom works extremely well against most caster types. These assassins should never be compared to BvC's, as although they both use whirlwind, fast breakpoints, and stun, the style is completely different. This isn't to say that the ghost is a one trick pony. The nature of whirlwind gives the ghost an advantage over most melee, making it quite effective against most enemies, even other anti-caster characters.
It should be noted, however, that ghosts are probably the most hotkey/skill/micro intensive class I have played so far, but there is no doubt that she is one of the most fun and effective characters when played correctly. It's probably the only character where you can have total control over the enemy during a duel.
Disclaimer
I do not claim to be the inventor of the build; this is just my interpretation. The videos are for didactic purposes only.
2. Stat Allocation
Starting Stats
- Strength- 20
- Dexterity- 20
- Vitality- 20
- Energy- 25
- Hit Points- 50
- Stamina- 95
- Mana- 25
Per level
- Life +2
- Stamina +1
- Mana +1.5
Stat Bonuses
- STR- adds claw and kick damage and allows for wearing equipment
- DEX- adds kick damage and attack rating, and allows for wearing equipment.
- VIT- adds life
- ENG- adds mana
- 1 Vitality point gives 3 Life
- 1 Vitality point gives 1.5 Stamina
- 1 Energy point gives 1.5 Mana
Placing Stats
Stat allocation for a ghost should be the same as most other characters in this day and age. Place enough STR and DEX for your equipment, and then pump VIT. Don't bother over-placing strength for damage; most of your damage will come from venom, and the ghost benefits from more survivability from the extra VIT. DEX should be kept at a minimum as well, as claw block will take care of your block without any DEX, though if you find your AR is significantly low, you may pump a few points in. However, investment in DEX is not recommended, as changing around setups and items in the inventory will give much more AR than DEX will. Just remember that if your life is too low, your ghost will have a hard time, because it is a very offensive character and requires you to be able to take a few hits. You should aim for at least 3.7k HP.