Weapon/Shield + Claw/Claw PvP Kicker guide - Final version!

10. Dual claw build

Incase a certain skill isn't mentioned below it shouldn't recieve any skill points.

10.1 Martial Arts Tree
In the martial arts tree the whole left and middle branch should be left alone and shouldn't be spend any skill points in. The reason to this is, that you wan't to be kicking all the time and don't have the time to gain charges and release them, besides this charges works very poorly with dragon talon since they are added to the final damage and not multipled as with a claw attack.

Dragon Talon - 20 points
This will be your primary attack. It's the fastest attack that assasins have now, even though the initial attack is 7 frames compared to dragon claws 5 frames it has capability of reaching 2 frames for the following attacks.

Dragon Claw - 1 point
Prerequisite to dragon flight.

Dragon Tail - 1 point
Prerequisite to dragon flight.

Dragon Flight - 20 points
This is a VERY handy skill for catching fleeing opponents or getting out of a stressed situation. Also gets you "in you opponents face" once they are stunlocked. Now that the dragon flight bug has been corrected it had become an even more useful skill, with the new kick damage on boots this can become a very deadly skill and is no longer just a mean of trasportation.

Some would augment that maxing this skill isn't nessesary, but my reasons to maxing dragon flight is, that a level 20-31 dragon flight does tremendous damage. Dragon flighting with a pair of myrmidon greaves, maxed venom and open wounds can take a great potion of any opponents life, especially those who 'fly around the screen' like sorceresses or 'enigma' users. Being hit by a 2.5-3k dragon flight will definately make them think twice before getting too close.

10.2 Shadow Disciplines Tree

Claw Mastery - 1 point
Prerequisite to shadow master, burst of speed and venom.

Burst of Speed - 1 point
Prerequisite to venom

I would recommend only spending a single point in this skill, with the +skill gear, charms, the +6 Shadow Disciplines switch for precasting and IAS from equipment you will have plenty of IAS to reach the maximum attack speeds you will need.

Fade - 1 Point
Prerequisite to venom

Venom - 20 points
This skill has gotten alot more powerful than it used to in patch 1.09, it can now be cast together with fade or BoS. At level 20 it inflicts 425-445 poison damage over 0.4 seconds, which is almost instant. This is 1250 poison damage over 1 second.

Weapon Block - 8-15 point
This is your only way of gaining block, the breakpoint you want to reach is at level 26 with 60% chance to block. The reason i'm putting 8-15 points here is because you will be wearing a +1-2 assasin amulet and 10 shadow disciplines skill charms. Together this is atleast 11 points extra to weapon block, this is the minimum extra skills you'll be wearing at all times. IT IS IMPORTANT that you check the gear you are going to use and make sure that you at ALL times have a slvl 26 weapon block!

Ways to lower the amount of points spent in weapon block is:
Shadow Disciplines skillers
Runewording a claw that has +weapon block on it
+skill equipment
+skill

Shadow Warrior - 1 point
Prerequisite to shadow master

Shadow Master - 1 point
This is a lifesaver sometimes, in patch 1.10 the shadow master has gotten alot weaker even though it has recived alot better AI. It has lower life and isn't quite the tank it used to be in patch 1.09. wouldn't recommend maxing this skill, I would prefer a high level dragon flight instead.

My reasons to this is, that even though a high level shadow master can inflict great damage it's rarely of any use except for distractions since most opponents attack will kill it in 1 shot wether it's level 1 or 20.

Psychic Hammer - 1 point
Prerequisite to mind blast

Cloack of Shadows - 1 point
Prerequisite to mind blast

Mind Blast - 1 - As many points as possible
Once you have maxed out all other main skills and you have 1 point in all prerequisites, start pumping points into mind blast and get it as high as possible. Mind blast starts with 2 seconds stun swirl duration and increases with 0.2 seconds per extra skill point spent in it. This is a VERY powerful skill.

10.3 Traps Tree

Fire Blast - 1 point
Prerequisite to lightning sentry and wake of fire

Shock Web - 1 point
Prerequisite to lightning sentry

Lightning Sentry - 1-20 points
Very useful skill for stun locking opponents, even at low levels. Some augments that a maxed sentry isn't of any use vs. target you want to 'push around'. A high level lightning sentry will be able to push opponents like barbarians, druids and trappers around so they can't play you defensive.

Death Sentry 0-1 points
This depends on you. This is very useful for leveling but not as much a must as it used to be in patch 1.09 for cow levels, really this is a matter of taste. It can work very well against crowds but isn't an uber skill like it used to be unless its pumbed full of points, and since you're not a trapper you won't be needing alot of points in this one.

Wake of Fire - 1-20 points
Prerequisite to blade shield

Very useful skill for stun locking opponents, even at low levels. If you do want to ue lightning sentry i suggest using this skill, even though it has semi-low damage.

Blade Sentinel 0-1 point
Prerequisite to blade shield

Blade Fury 0-1 point
Prerequisite to blade shield

Blade Shield - 0-1 point
Most people don't pay this skill alot of attention, but it's actually quite a powerful skill even at low levels. Blade shield's attack speed is locked at 25 frames (once per second), regardless of weapon speed and BoS. Blade shield's range is locked at 6(the range of the longest weapon, 4 yards), regardless of weapon range, this is good since the weapons you'll be sing have very low range.

The effects triggered by blade shield is listed below

1/4th Physical damage of the weapon you're wielding

Elemental Damage
Magical Damage
Poison Damage
Deadly strike
+X% Life Leech
+X% Mana Leech

As you see in the above list blade shield triggers neither open wounds or crushing blow. However the magical damage and poison are the two main factors. If you're wielding either chaos or azurewrath you will be able to tranfers up to an extra 500 magical damage which is unresistable, this is quite alot even after PvP penalty. The poison will also be tranfered to inflict extra damage, but as your dragon talon is already triggering poison this is less useful.

Another aspect of blade shield is the very short duration, some people find it annoying to recast it alot during a match since it durates very fast.Wether you want to spend the extra 3 skill points this skill will require is solely up to you. Personally I have had some good experiences with it combined with magical damage.

10.4 Skill/build Summary
Below is listed the final build for level 99, the reason i listed the order of preference to max out skills is, that most people will probably head for level 80-90 since leveling past level 85 is quite extensive and time consuming.

Order of preference for 'maxing' skills
- Dragon Talon
- Weapon block (Only spent as many points as you need here DON'T overkill)
- Venom
- Dragon Flight
- Lightning Sentry/Wake of Fire
- Mind Blast

Martial Arts (42)
20 Dragon Talon
1 Dragon Claw
1 Dragon Tail
20 Dragon Flight

Shadow Disciplines (36-42)
1 Claw Mastery
1 Burst of Speed
1 Fade
20 Venom
8-15 Weapon Block
1 Shadow Warrior
1 Shadow Master
1 Psychic Hammer
1 Cloak of Shadows
1 Mind Blast

Traps (24-28)
1 Fire Blast
1(0) Blade Sentinel
1(20) Wake of Fire
1(0) Blade Fury
1(0) Blade Shield
1 Shock Web
1 Charged Bolt Sentry
1(20) Lightning Sentry
1(0) Death Sentry

10.5 Leveling advice
To level fast I suggest you should be using the following equipment.

Cathans ring
Cathans amulet
Sigons complete set
Rhyme shield
Skewer of krintiz
Guilames face
Gore riders (upgrade)
String of Ears
Atma's scarab
Dracul's grasp
Stormshield
Lionheart [Hel + Lum + Fal]
Strength [Amn + Tir]
Manald heal
Ravenfrost
Bartuc's Cut Throat
Bartuc's Cut Throat
Jade Talon
Jade Talon

Level 1 to 11
I suggest you will start out by muling 50k gold to your assasin, stash this up. Afterwards buy about 3-5 packs of standard javelins, these will be your weapon of choise untill level 11 where you can equip better weapons. Clean blood moor and the cave this should grant you about 2-3 levels. Put all stat points into strength and all the skill points into dragon talon. Once you reach level 11 you will have enough strength to wear the complete sigons gear, this is what you will be wearing for a long time.

Once you reach level 6, put 1 point into all prerequisites and burst of speed, make sure this is enabled all the time.

Put on cathans ring and amulet at level 11.

Level 12 to 26
When you reach level 12 put 5 points into dexterity and put on skewer of krintiz, this is some basic mana leech you'll need to keep on kicking. From level 12-26 be sure to get the needed stats for wearing the gear in the future. Remember the prerequisites and once you have maxed out dragon talon start maxing dragon flight.

About now you should have reach Act 2 sewers and the archers should be causing you alot of pain - atleast they did to me. Handle hem by using 'cloak of shadows' to blind them, then move in and kick away. You should be able to clean atleast 50% of 6-8 archer gruop in a 8 player game, during the 8 seconds CoS lasts.

At level 15 you'll put on manald heal.

Once you're level 17 go to arcane santuary and on to Canyon of the magi. Search for 8 player games and level in Canyon of the magi alone, don't worry you should have plenty of protection and damage to handle the monster all alone.

At level 24 start doing travincal runs to gain extra exp.

Level 27 to 31
Pretty simple, start doing diablo runs and equip your Rhyme shield, string of ears and Strength claw. Also equip your Lionheart armor.

Level 32 to 41
Go on leveling at baals minions, at level 40 equip guilames face and at level 41 equip the two bartuc's cut throat.

Level 42 to 65
Start on nightmare and equip ravenfrost. Work you way through nightmare in parties or with help from friends to boost. Check out http://www.purediablo.com/guides/news.php?id=512&pageno=1 for the best places to level.

At level 47 equip goreriders and at level 60 atma's scarab.

Level 66+
Go to hell and start working on getting to baals minions, this is relatively fast to do with parties and a little help from friends. At level 66 you should equip dual jade talons for resistances and at level 71 you should equip your shadow dancer boots and at level 76 put on draculs grasp, from this point off just do baals minions runs to level up.

10.6 Stat Point Distribution

Strength
With the dragon talon skill, strength is the most determining factor when calculation the damage. Therefor strength is now more important than dexterity to this build, the more strength the more damage. I suggest getting strength up around 200'ish, while wearing your items. Your base strength should be around 110-150. This should bring you around 1.2-1.3k dragon talon damage due to a lower amount of dexterity..

Dexterity
In dexterity you should put the amount of points equal to the claw with the highest requirements.

Vitality
All spare points should be spent in vitality, as this is the amount of life you will have in duels. 1 point in vitality is 3 life points for assasins.

Energy
None is needed here.

10.7 Weapons
About claw weapon there is one thing to say, always go for an elite claw. Aim to get a claw with +1-3 weapon block on, this is absolutely the best skill you can get since it lowers the amount of points you'll have to put in weapon block and then you can use the skill points in other places that needs it more.

Magical claw [+3 Shadow Disciplines, extra mods] - {Grade 4-5/5}
These should be used to precast burst of speed, venom and fade. Look for a pair with extra skills on like venom or shadow master.

Fury - {Grade 4/5}
3 Socket Melee Weapons
Jah + Gul + Eth
+209% Enhanced Damage
40% Increased Attack Speed
Prevent Monster Heal
66% Chance Of Open Wounds
33% Deadly Strike
Ignore Target's Defense
-25% Target Defense
20% Bonus To Attack Rating
6% Life Stolen Per Hit
+5 To Frenzy (Barbarian Only)

Superior primary claw weapon, the mods are like mentioned before superb. It's fairly cheap to make and has great usage.

Suggestion for the weapon to make this runeword in:
Runic Talon's [WSM -30] - Speed. Preferably with +1-3 weapon block.
Suwayyah [WSM 0] - Style. Preferably with +1-3 weapon block.

Malice - {Grade 5/5}
3 Socket Melee Weapons
Ith + El + Eth
+33% Enhanced Damage
+9 To Maximum Damage
100% Chance Of Open Wounds
-25% Target Defense
-100 To Monster Defense Per Hit
Prevent Monster Heal
+50 To Attack Rating
Drain Life -5

A witch-hunters dream, sorceresses and mages for sure doen't like this weapon's mods. A great primary weapon to wield, since then you wont have to think about getting OW from other sources.

Suggestion for the weapon to make this runeword in:
Greater/Runic Talon's [WSM -30] - Speed. Preferably with +1-3 Weapon block.

Chaos - {Grade 5/5}
3 Socket Claws
Fal + Ohm + Um
9% Chance To Cast Level 11 Frozen Orb On Striking
11% Chance To Cast Level 9 Charged Bolt On Striking
+35% Increased Attacked Speed
+290-340+% Enhanced Damage (varies)
Adds 216-471 Magic Damage
25% Chance of Open Wounds
+1 To Whirlwind
+10 To Strength
+15 Life After Each Demon Kill

Great claw! Semi-expensive touch though, the magical damage gets added to each kick so with 5 kick it's 1080-2355 extra unresistable damage, the 25% OW and extra IAS is sweet too. Some nice 'glitter' effects with the two chance to casts too.

Suggestion for the weapon to make this runeword in:
Runic Talon's [WSM -30] - Speed. Preferably with +1-3 weapon block.
Suwayyah [WSM 0] - Style. Preferably with +1-3 weapon block.

Bartuc's Cut-Throat - {Grade 3/5}
Greater Talons
Damage: (77-88) To (137-155) (107-121.5 Avg)
Required Level: 42
Required Strength: 79
Required Dexterity: 79
Durability: 69
Weapon Speed: [-30]
(Assassin Only)
+150-200% Enhanced Damage (varies)
Adds 25-50 Damage
30% Faster Hit Recovery
20% Bonus To Attack Rating
5-9% Life Stolen Per Hit (varies)
+20 To Strength
+20 To Dexterity
+2 To Assassin Skill Levels
+1 To Martial Arts Skills (Assassin Only)

A nice primary claw too, it's used by many since it's pretty cheap and has great mods. If you can't get better stick with this one.

Jade Talon - {Grade 5/5}
Wrist Sword
Damage: (98-115) To (130-153) (114-134 Avg)
Required Level: 66
Required Strength: 105
Required Dexterity: 105
Durability: 56
Weapon Speed: [-10]
(Assassin Only)
+190-240% Enhanced Damage (varies)
+1-2 To Martial Arts (Assassin Only) (varies)
+1-2 To Shadow Disciplines (Assassin Only) (varies)
+30% Faster Hit Recovery
10-15% Mana Stolen Per Hit (varies)
All Resistances +40-50 (varies)

So sweet secondary claw, when hunting elemental attackers this sure helps your resistances to stay at max, the mods is just fantastic too.

10.8 Inventory

Your inventory should be filled with these charms

10 Shadow Disciplines skillers with +Life (FHR)
1 Annihilus unique small charm
9 small charms with life/resist

10.9 Equipment summary

To summarize a little bit, listed below is what I think is some of the best setups you could be using. Primary claw is the right hand claw (the ones tranfering effects to the kick)

Melee setup #1
Helm : Crown of Ages "Ber Ber"
Armor : Enigma / Lionheart / Duriel's Shell
Primary Weapon : Malice
Secondary Weapon: Bartuc's Cut Throat
Gloves : Dracul's Grasp / Souldrainer
Amulet : +2 Assasin, >15 stats, allres, dual leech
Ring 1 : dual leech, >15 stats
Ring 2 : dual leech, >15 stats
Boots : Shadow Dancer
Belt : 15/40 verdungo's hearty cord

Remember to include atleast one +5 replenish life item to counter malice's life drain. Make sure you have enough weapon block with this build since shadow dancer boots are swapped out.
With this setup you'll have 70% FHR from the gear, to reach the 86% break point you should put a shadow disciplines skiller w/ 12% FHR in the inventory together with a 5% FHR small charm.

Another melee option is available to those who aren't rich enough to buy two ber runes and a perfect PDR crown of ages.

Melee setup #2
Helm : Crown of Ages / Harlequin's Crest / Vampire Gaze
Armor : Leviathan 25% PDR
Primary Weapon : Malice
Secondary Weapon: Bartuc's Cut Throat
Gloves : Dracul's Grasp / Souldrainer
Amulet : +2 Assasin, >15 stats, allres, dual leech
Ring 1 : dual leech, >15 stats
Ring 2 : dual leech, >15 stats
Boots : Shadow Dancer
Belt : 15/40 verdungo's hearty cord

Counter elemental setup
Helm : Harlequin's Crest / Crown of Ages
Armor : Guardian Angel
Primary Weapon : Malice
Secondary Weapon: Jade Talon
Gloves : Dracul's Grasp / Souldrainer
Amulet : +2 Assasin, >15 stats, allres, dual leech
Ring 1 : dual leech, >15 stats
Ring 2 : dual leech, >15 stats
Boots : Shadow dancer
Belt : 15/40 verdungo's hearty cord

Remember to include atleast one +5 replenish life item to counter malice's life drain.
With this setup you'll have 100% FHR from the gear and reached the 86% FHR breakpoint, heading for 200% FHR is useless.

Keep-the-distance setup #1
Helm : Crown of Ages "Ber Ber"
Armor : Enigma / Lionheart / Upgraded Duriel's Shell
Primary Weapon : Malice
Secondary Weapon: Bartuc's Cut Throat
Gloves : Dracul's Grasp / Souldrainer
Amulet : +2 Assasin, >15 stats, allres, dual leech
Ring 1 : dual leech, >15 stats
Ring 2 : dual leech, >15 stats
Boots : Shadow dancer
Belt : 15/40 verdungo's hearty cord

As with the melee setup there's another option for keep-the-distance.

Keep-the-distance setup #2
Helm : Crown of Ages / Harlequin's Crest / Vampire Gaze
Armor : Leviathan 25% PDR
Primary Weapon : Malice
Secondary Weapon: Bartuc's Cut Throat
Gloves : Dracul's Grasp / Souldrainer
Amulet : +2 Assasin, >15 stats, allres, dual leech
Ring 1 : dual leech, >15 stats
Ring 2 : dual leech, >15 stats
Boots : Shadow Dancer
Belt : 15/40 verdungo's hearty cord

Remember to include atleast one +5 replenish life item to counter malice's life drain.
With this setup you'll have 100% FHR from the gear and reached the 86% FHR breakpoint, heading for 200% FHR is useless.

11. Why not max fade
After having made numerous calculations and had numerous discussions/debates with people about the very much debated fade skill, I have decided to add a complete section on why I chose to leave fade out of option maxing or even spending more than a single point in.

First off, you'd have to sacrifice another maxed skill in order to max out fade. You can choose among these skills.

Dragon Talon
This is not viable leaving at level 1, as it is your main attack.

Dragon Flight
This is probably the most likely to leave at level 1.

Venom
Not viable as it is a source of extra damage for your kicks.

Lightning Sentry
Another option to leave at level 1 and use it solely for its stunning capabilities. But then you'll have even more problems with opponents you have to keep of your tail.

From the above the only skill you can sacrifice is dragon flight, now I'll augment why this is a bad idea.

1) Dragon flight easily reaches 2.5-3.5k+ damage, add 0.5-1k+ poison damage to this and 50-100% open wounds and you got a lethal attack. Even the initial damage can take out 20-35% of an opponents life supply, which is quite alot for an initial blow.

2) The resistances from fade is easily gained from other sources. The calculations of resistances without fade is done below.

3) Physical resistance is also gained fairly easily, it will be easier for a claw/claw to reach maximum resistances while harder toreach 50% PDR and vice versa for a weapon/shield kicker.

4) You will be able to obtain both maximum physical resistance and elemental resistance with a level 1 fade, without sacrificing any gear.


I order to be able to gain maximum resistances, and by this I'm heading for maximum resistances in hell, you will need 100% + 75% (+15%). The extra 15% in paranthesis is for reaching 90% resist all. In total an amount of 175-190% resist all is needed.

11.1 Weapon/shield resistances with low level fade

With a level 1 fade your resistances can look like this.
Precast claws : +6 Shadow Disciplines (Potentially +12 Fade with +3 Fade on each claw)
Andariel's Visage : +1 Shadow Disciplines
Amulet : +2 Shadow Disciplines

In all +9 Shadow disciplines and potentially a level 15 Fade. This grants

9-15% PDR
52-60% Resist all

Combined with the other sources of equipment you will gain

Andariel's Visage: 70% Poison resist, -30% Fire resist
Stormshield : 60% Cold resist, 25% Lightning resist
Anya quests : 30% Resist all
Annihilus : 20% Resist all
Guardian Angel : 10% higher maximum resist all
Fade Slvl 9-15 : 9-15% PDR, 52-60% Res all
Um in Guardian Angel: 15% Resist all
Um in Andariel's Visage : 15% Resist all
Um in Stormshield : 22% Resist all
Resist all small charms : 45% Resist all
Verdungo's Hearty Cord : 10-15% PDR

In total this will result in

54-65% PDR
Fire resistance : 169-177%
Cold resistance : 259-268%
Lightning resistance: 242-250%
Poison resistance : 269-278%

In hell mod this will leave you with a 69-77/90/90/90 Resist all. Fire is neglected a little bit but this can be compensated for by using a few small charms with +11% fire resistance or just socketing Andariel's visage with a Ral to make up for the -30% Fire resistance.

11.2 Claw/claw resistances with low level fade
With a level 1 fade your resistances can look like this.
Precast claws : +6 Shadow Disciplines (Potentially +12 Fade with +3 Fade on each claw)
Crown of Ages : +1 Shadow Disciplines
Shadow Charms : +10 Shadow Disciplines
Amulet : +2 Shadow Disciplines
Shadow Dancer : +2 Shadow Disciplines

In all +22 Shadow disciplines and potentially a level 28 Fade. This grants

22-28% PDR
65-68% Resist all

Combined with the other sources of equipment you will gain

Crown of Ages : 20-30% Resist all, 10-15% PDR
Anya quests : 30% Resist all
Jade Talon : 50% Resist all
Crown of Ages : 30% Resist all
Annihilus : 20% Resist all
Guardian Angel : 10% higher maximum resist all
Fade Slvl 20-26 : 20-26% PDR, 64-67% Res all
Um in Guardian Angel: 15% Resist all
Um in Crown of Ages : 30% Resist all
Resist all small charms : 45% Resist all
Verdungo's Hearty Cord : 10-15% PDR

In total this will result in

42-58% PDR
246-262% Res all

This overshoots the mark you want to hit by 71-87% Resist all for the 175% Resist mark and by 56-72% Resist all for the 190% mark. so you can even leave out an Um rune or two while using fade.

11.3 Conclusion on fade
From the above calculations it should now be obvious that maxing out fade is a complete overkill. If you want to use fade and find it nessesary for one reason or another, keep in mind that you can easily go with a level 1 fade. The sockets that the Um runes take up will probably not be used for alot of other stuff since neither ED nor MAX/MIN damage affects dragon talons damage. There can be a slight problem reaching 7/2 FPA, but this too can be done with maximum hell resistances, I refer to fuzzbox IAS table (http://www.purediablo.com/characters/assassin/ias.shtml) to find the apropriate amount of IAS needed .

12. Why max venom
Anoter controversial skill is venom, there have been alot of debate about wether to use this skill or not. From my experiences it's a very powerful skill and should be maxed, my augments for this are

- Not every one has maxed poison resistances.
- Using venom might force people with low poison resistance to max them out and neglect other equipment.
- Venom easily reaches over 700 poison damage dealt in 0.4 seconds.

Even though people has high poison resistance, venom will still add a small amount of damage, and therefor be a damage dealer in the overall picture since you will kick around 5-6 times per attack. Another reason is that a kicker will need all the extra damage that can be added to the kicks.

13. Maxed mind blast or one maxed trap
This section is aimed toward the weapon/shield kicker build, since only they will have to suffer from this. Due to the fact that it has become severely harder to level up past level 85, I have decided to write a section about the topic.
When facing the balance between a maxed trap or maxed mind blast one is before a hard choise. As everyone knows a high level mind blast is crucial to any stunlock and a low level mind blast around 5-8 simply wont cut it. You need at least a level 11 or higher mind blast in order to keep the lock and have time to recast mind blast while placing new traps. A lower level mind blast will cripple your abilities to do this alot unless you have a high faster cast rate.

As a weapon/shield kicker, when you reach level 85-88 you haven't got enough points to have a high level mind blast and a high level trap at the same time, if you want both you have to go around level 95 or higher in order to have a decent level mind blast. For traps there is no middle way, either max them or leave them at level 1. Mind blast however can go with a mediocre level and still be very efficient.

The advantages of a high level trap is that it will do higher damage and give you an easier time on the characteres where you'd rather not do face to face with them, even if they are in stunlock. The disadvantage is in order to gain a high level trap you will be left with a low level mind blast and have to be effective and very fast while dealing with you opponent in stunlock. The downside of this is, that while you're attacking with dragon talon which takes ~12-17 frames to complete a full attack, the traps might run out of ammo or the mind blast will stop its effect. This leaves you basically defenseless as you probably wont have another shot on re-obtaining your stunlock.

The advantage of a high level mind blast is that you will have a much easier time attacking your opponent while still being able to re-cast traps and mind blast. However chosing a high level mind blast will leave you with a harder time on the characters you don't want to come close to and you have to run a higher risc on attacking them as you will have to stunlock them and the hit them with open wounds. This means that you will have to get close to them and then move away again, moving away will lower your chance of blocking an attack (unless you're walking away) and you will be an easier target.

In the end the decision is upto you, it all depends what you want and what your skills are with PvP. If you very good at stunlocking and at keeping the lock while attacking i would suggest a high level trap, that is if you can handle it. Otherwise i personally think it would be smarter to max out mind blast. My suggestion is that you start out by practicing with a low level mind blast before putting points in it, if you able to work fine with that head for the trap.

The reason claw/claw kickers wont have to face this hard choise is that they by 'nature' is equipped with a high level mind blast from alot of shadow disciplines charms and skill gear, therefore they will have sufficient high mind blast to work proberly.

14. Thanks to
If I missed out on someone on this list and you'd contributed (or think you have ;)) please let me know and I'll see to it.

Chippydip's Skill Info (http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html).
D2items.com skill planer for patch 1.10 (http://www.D2items.com/skill.html).
Fuzzbox's IAS Table (http://www.purediablo.com/characters/assassin/ias.shtml).
DiabloII.net (http://www.purediablo.com).
The people around the Statistics forum for supplying informations on breakpoints and skills. (http://www.rpgforums.net/forumdisplay.php?f=13).
The people around the assasin forums. (http://www.rpgforums.net/forumdisplay.php?f=15).
All the people who helped with advice/comments/suggestions to this guide.
Jrichard for alot of useful info.
Naliworld for stickying this guide and for extra info about bladeshield.
Areat Summit (http://www.battle.net/diablo2exp).
Stats.DiabloII.net (http://stats.purediablo.com/calcs/wspeed.shtml).
Funpop for alot of useful input and rethinking of the build.
HellBoundName for alot of questions and rethinking of the build.
Chaos9 for making me think a bit about a few things, mainly fade.
Skythe for some info on mods for belts.
 
Done. :) However, I had to delete the first 2 posts directly after the guides, so it could be joined up with a 3rd post of eclipsedk's(which I replaced with the third part of the guide). I hope you guys don't mind.
 
Naliworld said:
Done. :) However, I had to delete the first 2 posts directly after the guides, so it could be joined up with a 3rd post of eclipsedk's(which I replaced with the third part of the guide). I hope you guys don't mind.

Thanks alot Nali, nice work! :) The tactics section will be started soon, i am still missing a few types of characters to duel vs.
 
Hi, first of all very nice guide! :)
i got a question tho:
Should i go for 10 MA skillcharms, 10 Shadow skillcharms, or a mix of them (5/5)? :D
 
Purri said:
Hi, first of all very nice guide! :)
i got a question tho:
Should i go for 10 MA skillcharms, 10 Shadow skillcharms, or a mix of them (5/5)? :D

i'm using a weapon/shield kicker btw :)
 
Purri said:
i'm using a weapon/shield kicker btw :)

Weapon/shield kickers should go for 10 MA charms, they don't need the shadow skills as much.

Claw/claw kickers i'd advice to use 5 MA/5 SD.. i know the guide says 10 SD for dual claw, but this will come in a minor update soon. Once i finnished the tactics section I'll update the entire guide.

There might come a minor update meanwhile.
 
eclipsedk said:
Weapon/shield kickers should go for 10 MA charms, they don't need the shadow skills as much.

Claw/claw kickers i'd advice to use 5 MA/5 SD.. i know the guide says 10 SD for dual claw, but this will come in a minor update soon. Once i finnished the tactics section I'll update the entire guide.

There might come a minor update meanwhile.
Okay, thanks for the answer :)
and goodluck with your guide
 
Question: Why Skill charms for melee?

I have a half an inventory of godly elemental damage charms with life/fhr and half an inventory of max/ar/life-eledmg charms and an annihilus.

Personally I think that could make you a Lot better.

Also: Friggin nice guide bro... I've read plenty and made two and thats a thourough Son of a Gun you've got there...
 
WvX_leader said:
Question: Why Skill charms for melee?

I have a half an inventory of godly elemental damage charms with life/fhr and half an inventory of max/ar/life-eledmg charms and an annihilus.

Personally I think that could make you a Lot better.

Also: Friggin nice guide bro... I've read plenty and made two and thats a thourough Son of a Gun you've got there...

First off, thanks :)

1) +Max damage doesn't add kick damage.
2) Elemental damage is too easily resisted, anytime of the a pure physical damage talon will beat an elemental talon, put on guardian angel and 95% of your damage is resisted, while physical damage can only be resisted by 50%.
3) It's true that elemental damage probably would be alot better for PvM usage, but as this guide is aimed towards PvP, i choose not to use elemental damage.
4) Skillcharms adds damage, attack rating, extra kicks and possibly life too :)

However versus low resistance opponents elemental attacks would ofcourse be better, but it's very rare that opponents that duel have low resistances.
 
WvX_leader said:
true...

Well im gonna do half and half...

Is MA or SD better? I think SD but you tell me.
That depends on your build, if you going for weapon/shield i recommend using 10 MA charms since you'll have plenty +SD from precast and gear. For dual claw i reccomend using 5/5 SD/MA since you'll need 6 kicks and +weapon block.

Regards eclipsedk
 
This is the very last update I'll make before going live with the tactics and strategy section. Below you'll find the updated guide, which i hope Naliworld will be able to cut'n'paste over the old version.

Here is the list of the things that have been updated.

Added: Section > 6 > Attack types blocked by weapon block.
Added: Section > 8.1 > Equipment Socketing > Rare Jewels
Added: Section > 10.7 > Jade Talon.
Added: Section > 10.7 > Bartuc's Cut Throat.
Correction: Section > All > Fixed numbering.
Correction: Section > 3.1 > Harder to gain resistances compared to dual claw build.
Correction: Section > 3.2 > Capable of 60% chance to block when stading still and running around.
Correction: Section > 3.2 > Easier to gain high chance of inflicting open wounds.
Correction: Section > 3.2 > Higher protection versus elemental attackers.
Correction: Section > 3.2 > Easier to gain resistances.
Correction: Section > 4.2 > Low efficiency versus melee attackers.
Correction: Section > 4.2 > Harder to obtain 50% PDR.
Correction: Section > 9 > Rings discription.
Correction: Section > 9 > Amulets discription.
Correction: Section > 9 > Amulets > Added rare amulets.
Correction: Section > 9.9 > Build summary > Updated inventory needs for reaching 48% FHR breakpoint with weapon/shield build
Correction: Section > 10.7 > RW Steel discription.
Correction: Section > 10.7 > RW Beast discription.
Correction: Section > 10.7 > RW Fury rating.
Correction: Section > 10.7 > RW Doom rating.
Correction: Section > 10.7 > RW Kingslayer discription.
Correction: Section > 10.7 > Blood Crescent rating.
Correction: Section > 10.7 > Razor's Edge rating.
Correction: Section > 10.7 > Azurewrath discription.
Correction: Section > 10.9> Changed setups into one standard setup.
Correction: Section > 11.7 > RW Fury discription.
Correction: Section > 11.7 > RW Malice discription.
Correction: Section > 11.7 > Bartuc's Cut Throat discription.
Correction: Section > 11.7 > Jade Talon discription.
Correction: Section > 11.8 > Balanced martial arts and shadow disciplines charms 50% / 50% for reaching 6 kicks at level 30 dragon talon.
Correction: Section > 11.9 > Changed setups into two standard setups.
 
Weapon/Shield and Dual Claw kicker PvP Assasin

Patch 1.10

1. Introduction
1.1 Abreviations
1.2 I want to duel on non-ladder now

2. Breakpoints

3. Advantages
3.1 Weapon/shield build
3.2 Dual claw build

4. Disadvantages
4.1 Weapon/shield build
4.2 Dual claw build

5. Explanation and clarification of dragon talon
6. Attack types blocked by weapon block

7.1 Open wounds
7.2 Deadly strike and critical strike
7.3 Crushing blow

8. Mercenary selection
8.1 Leveling your mercenary

9. Equipment introduction
9.1 Equipment socketing

10. Weapon/shield build
10.1 Martial Arts Tree
10.2 Shadow Disciplines Tree
10.3 Traps Tree
10.4 Skill/builds summary
10.5 Leveling advice
10.6 Stat point distribution
10.7 Weapon
10.8 Inventory
10.9 Equipment/build summary

11. Dual claw build
11.1 Martial Arts Tree
11.2 Shadow Disciplines Tree
11.3 Traps Tree
11.4 Skill/builds summary
11.5 Leveling advice
11.6 Stat point distribution
11.7 Weapons
11.8 Inventory
11.9 Equipment/build summary

12. Why not max fade
12.1 Weapon/shield resistances with low level fade
12.2 Claw/claw resistances with low level fade
12.3 Conclusion on fade

13. Why max venom

14. Maxed mind blast or one maxed trap

15. Thanks to

1. Introduction
Hello, I'm eclipse from the european realm. Since the first day of LOD I have fancied assasins, one of the reasons I fancy assasins so much is the fact that they are very versatile and can cope with almost any situation. I wrote a guide for a dual claw assasin in 1.09 but since the new patch have hit the realms alot of changes have happened, both good and bad.

One of the main differences in PvP is the fact that leeching has been nerfed to 1/10th of the amount it was back in 1.09. So now the days of the superleeching chars, that would return to full health after one success full shot is over. Also the cap for physical damage reduction has been changed, so that all chars now can have a maximum of 50%.

In this guide I wont be taking in perspective any of the rules from the different dueling leagues that are out there, due to the fact that the rules are very different from league to league. What I will be taking in perspective is what is bad manner and not among common duellers, some things can be discussed wether they are bad manner or not. If a such item is available to this build I will notify about this and leave the decision up to you and those you duel with, DON'T come telling me that I encourage bad manner, because I'm not ;)

A last thing to mention is that I have orientated this guide toward ladder play with concern of the items, if you want to duel on non-ladder I suggest you should read section 1.2 where I have made a more detailed description about equipment for non-ladder.

Enjoy the guide.

1.1 Abreviations

Allres - Resistance to all
AR - Attack Rating
ATDo X - Attacker Takes Damage of X (in integer)
BM - Bad Manner
BoS - Burst of Speed
CB - Crushing Blow
CBF - Cannot be Frozen
CR - Cold Resistance
CS - Critical Strike
CTB - Chance to Block
DEX - Dexterity
DF - Dragon Flight
DS - Deadly Strike
DST - Death Sentry Trap
DT - Dragon Talon
EIAS - Effective Increased Attack Speed
FBR - Faster Block Rate
FCR - Faster Cast Rate
FHR - Faster Hit Recovery
FPA - Frames Per Attack
FPS - Framer Per Second
FR - Fire Resistance
FRW - Faster Run/Walk
IAS - Increased Attack Speed
LL - Life leech (in percent)
LR - Lightning Resistance
LS - Lightning Sentry
MA - Martial Arts
MAX - Maximum Damage
MB - Mind Blast
MDR - Magic Damage Reduction (in integer)
MF - Magic Find
MIN - Minimum Damage
ML - Mana leech (in percent)
Mods - Modifiers
NGR - Energy
OH - Off-hand (The claw that DOESN'T transfer effects to kicks)
OW - Open Wounds
PDR - Physical Damage Reduction (in percent)
PR - Poison Resistance
PvM - Player versus Monster
PvP - Player versus Player
RepL - Replinish Life
R/W - Faster Run/Walk
SM - Shadow Master
SD - Shadow Disciplines
STR - Strength
VIT - Vitality
WB - Weapon Block
WoF - Wake of Fire
WSM - Weapon Speed Modifier
WSM - Basespeed

1.2 I want to duel on non-ladder now
After having seen several posts about people being a bit confused about what to do when they are 'stuck' on non-ladder where neither Shadow dancer or upgraded gore riders are available i thought of adding this section.

First off i should say that the kicker build wont be as effective with semi good boots, however the damage will be the same. You should look for myrmidon greaves, these are the determining factor. Your options to gain a pair of decent kicking boots are these.

1) Look for 'white' myrmidon greaves and have them imbued by Charsi with Act I quest 5, you might just get fantastic mods.

2) Look for rare myrmidon greaves and hope for great mods.

3) Reroll your rare myrmidon greaves for better mods with either of the following recipes.

3A) 1 Perfect Skull + 1 Rare Item + Stone of Jordan = 1 High Quality New Rare Item of the same type
This formula has the possibility of creating a higher quality Rare Item than the following formula. ilvl = int(.66 * clvl) + int(.66 * ilvl) That is, the ilvl will be equal to .66 times your clvl (rounded down) plus .66 times the input item's ilvl (also rounded down).

3B) 6 Perfect Skulls + 1 Rare Item = 1 Random Low Quality Rare Item of the same type
You can use this formula to get another chance at a Rare Item of the same type. ilvl = int(.4 * clvl) + int(.4 * ilvl) Player level matters. This formula will not work on items larger than 3x2.

4) Craft for a nice pair of myrmidons greaves with the following recipe.

Safety Boots
Magic Myrmidon Greaves + Ort Rune + Perfect Emerald + Any Jewel
+ (10-30)% Enhanced Defense
Fire Resist + (5-10)%
Magic Damage Reduced By (1-2)
Damage Reduced By (1-4)

5) Upgrade a pair of nice greaves/war boots to myrmidon greaves with the following recipes.

5A) 1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor
The item type is upgraded.

5B) 1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor
The item type is upgraded.

2. Breakpoints
Breakpoints are the thing that determines your speed of performing an action, the amount of times you can manage to cast a spell or perform an animation is determined by

(25 frames/second) / (frames/animation) = animation/second

So if you take 11 frames to complete an animation you can do

(25 frames/second) / (11 frames/animation) = 2.27 animation/second

Faster Hit Recovery for assasins
This is the amount of frames it will take for your character to reach "upright standing" position after having recieved a succesful hit.

0% - 9 frames
7% - 8 frames
15% - 7 frames
27% - 6 frames
48% - 5 frames
86% - 4 frames
200% - 3 frames
4680% - 2 frames

I suggest heading for either 48% or 86% depending on your choise of equipment.

Good means of gaining FHR
ED/FHR jewel - 7% (per jewel - Don't use a jewel unless it has other good mods)
Shael rune - 20% (per rune)
Bartuc's Cut Throat - 30% (per claw)
Crafted belts - 10, 17 or 24%
Shadow Dancer - 30%

Faster Cast Rate
This is the amount of time it takes your character to complete a spell casting, the higher the amount the faster you'll cast the spells.

0% - 16 frames
8% - 15 frames
16% - 14 frames
27% - 13 frames
42% - 12 frames
65% - 11 frames
102% - 10 frames
174% - 9 frames

The only good sources for the assasins are these
Ring - 10% (per ring - Preferably with leech on too, leech is more vital than FCR)
Amulet - 5-20% (A good one would be +1-2 skills, +7-20 FCR, +leech, +stats these are very rare)

Faster Block Rate
This is the rate at which you will block attacks, the more attacks you're able to block per second the less times you will get hit during a fight.

0% - 5 frames
13% - 4 frames
32% - 3 frames
86% - 2 frames
600% - 1 frame

There aren't really any good sources of FBR for dual claw assasins except for Guardian Angel, but this armor is only good use vs. elemental attackers it's no use searching for FBR if you're dual claw wielding.

Increased Attack Speed
All weapons have a basespeed, depending on the basespeed they will require a certain amount of IAS to reach their maximum attack speed. Below is listed the most common breakpoints for achieving maximum kicking speed.

WSM [-30] Slvl 1 BoS + 19% IAS
WSM [-20] Slvl 3 BoS + 29% IAS
WSM [-10] Slvl 2 BoS + 40% IAS / Slvl 4 BoS + 29% IAS
WSM [0] Slvl 5 BoS + 40% IAS / Slvl 9 BoS + 29% IAS

For further breakpoints I refer to fuzzbox IAS table located at http://www.purediablo.com/characters/assassin/ias.shtml

Blocking
For blocking with a shield the total amount of blocking is determined by

Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)
Blocking = A total of the Blocking on all of your items. (e.g. the shields base chance to block)

For blocking with weapon block the blocking percentage is determined by the skill level and is not altered by any sources of 'increased chance to block' like amulets, eld runes etc. The breakpoint for weapon block is listed below.

Weapon Block Level - % Chance to block
10 - 50%
15 - 55%
19 to 20 - 57%
21 to 22 - 58%
23 to 25 - 59%
26 to 30 - 60%
>30 - 61%

This guide is optimized for using 60% chance to block at all times when using dual claws or 75% chance to block when using shield.

3. Advantages
3.1 Weapon/shield build
- Capable of 75% chance to block when standing still and walking.
- Harder to gain resistances compared to dual claw build.
- Higher damage than dual claw build.
- 50% PDR is easily obtained.
- Lots of weapons to choose from.

3.2 Dual claw build
- Capable of 60% chance to block when stading still and running around.
- Can block almost any type of attack, including elemental/magic attacks.
- Higher protection versus elemental attackers.
- Easier to gain high chance of inflicting open wounds.
- Higher amount of life than weapon/shield build.
- Easier to gain resistances.

4. Disadvantages
4.1 Weapon/shield build
- Reduces blocking to 1/3 of the maximum when moving around.
- Lower amount of life than dual claw build.

4.2 Dual claw build
- Maximum of 61% chance to block if the gear shouldn't be sacrificed.
- Lower damage than weapon/shield build.
- Harder to obtain 50% PDR.
- Less weapons to choose from.
- Low efficiency versus melee attackers.

5. Explanation and clarification of dragon talon
There is alot of talk about what dragon talon does and doesn't to sum it all up and clarify it all read this section.

Dragon talons maximum attack speed is 7 frames for the initial kick of 7 frames. After the initial kick each subsequent kick reaches a maximum speed at 2 frames.

When determining the speeds for dragon talon and dual wielding claws, you should use the average WSM of the two claws. So if you have a WSM -30 and a WSM -10 claw, you will have an average of [(-30)+(-10)]/2 = WSM -20. The IAS on the secondary claw isn't added to the other IAS you have from equipment.

For each 6 levels in dragon talon you will recieve 1 extra kick, so level 6 is 2 kicks, 12 is 3 kicks and so forth.

The effects are transferred to dragon talon attack:
Open Wounds
Chrushing Blow
Elemental Damage
Magical Damage
Poison Damage
+X% Enhanced Damage (only non-weapon)
+X% Chance to cast X on striking
+X% Life Leech
+X% Mana Leech

The following modifiers is not transferred to dragon talons attack:
Deadly Strike
Critical Strike
+Max Damage (both on and off weapon)
+Min Damage (both on and off weapon)
+X% Enhanced Damage (only on weapon)
+X% Chance to cast X on attack

IMPORTANT NOTICE: When dual wielding claws, the only effects that are transfered to the kick are those of the right hand claw (your left, the assasins right hand). Effects on the secondary claw will NOT be transfered to the kick.

Damage of dragon talon is determined by the formula

MinDamage= (str + dex - 20) / 4 * (100 + skill_bonus) / 100 + BootMinDam * (100 + (str * StrBonus / 100) + skill_bonus + non_weapon ED) / 100.

MaxDamage=(str + dex - 20) / 3 * (100 + skill_bonus) / 100 + BootMaxDam * (100 + (str * StrBonus / 100) + skill_bonus + non_weapon ED) / 100.

This equation needs to be worked left to right following the mathematical order of operations. Drop decimals when you get them from division.

If you want the formulaes explained in detail I refer to jrichard's thread about kicking, it can be located at http://www.rpgforums.net/showthread.php?t=127905.

Here’s the list of boots and their damage:

Name mindam maxdam StrBonus
------------------------------------------------
Leather Boots 3 8 120
Heavy Boots 4 10 120
Chain Boots 6 12 120
Light Plate Boots 8 16 120
Plate Boots 10 20 120
Demonhide Boots 26 46 120
Sharkskin Boots 28 50 120
Mesh Boots 23 52 120
Battle Boots 37 64 120
War Boots 39 80 120
Wyrmhide Boots 65 100 120
Scarabshell Boots 60 110 120
Boneweave Boots 69 118 120
Mirrored Boots 50 145 120
Myrmidon Greaves 83 149 120

An excel chart for calculating damage can be found at http://www.purediablo.com/cgi-bin/d....161/loaded/diablo2/utilities/dragontalon.zip

6. Attack types blocked by weapon block
After patch 1.10 was released weapon blocks abilities was changed alot, now it no longer just blocks melee attacks but it will also block various types of elemental attacks, making it very useful against casters. Below is the list of elemental attacks that are blockable and unblockable.

Class-based Elemental Skill list(note: some monsters use the below skills, like Fetish Shamans using Inferno):
Chain/Lightning/Sentry/Phoenix Strike - Blockable
Wake of/Inferno/Artic Blast - Unblockable
Blade Fury - Blockable
Blade Sentinel - Blockable
Blade Shield - Blockable
Poison Nova - Blockable
Teeth - Blockable
Bone Spear - Blockable
Bone Spirit - Blockable
Blessed Hammer - Blockable
Fist of the Heavens - Blockable
Smite - Blockable
Fireball - Blockable
Firebolt/Hydra - Blockable
Phoenix Strike/Meteor - Blockable (only impact damage is blocked, residual flames unblockable)
Firewall - Unblockable
Blaze - Unblockable
Blizzard - Blockable
Ice Bolt/Frozen Orb/Phoenix Strike - Blockable
Fissure - Unblockable
Hurricane - Blockable
Molten Boulder - Unblockable

7.1 Open wounds
In patch 1.10 open wounds have changed alot, so far its causing ALOT of pain and drains your life very quickly, I suggest utilizing this, and i'll do that later on in this guide.

Open wounds causes the player affected by it to loose life for a given amount of time, it works far better than poison as it can't be resisted. The only way to reduce the effect of opwn wounds is to use health potions or replnish life. As replenish life would take insane amounts to counter a high level open wounds, health potions are the only way. And in PvP health potions is BM, so there is basically no way of countering the effect of open wounds in 'legit' PvP.

The player affected by open wounds loose life according to this formula

Duration: 200 frames (8 seconds - There are 25 frames per second).

Samples of damage.

Clvl=1-15: 25*(9*Clvl+31)/256
Clvl=16-30: 25*(18*Clvl-104)/256
Clvl=31-45: 25*(27*Clvl-374)/256
Clvl=46-60: 25*(36*Clvl-779)/256
Clvl=61-99: 25*(45*Clvl-1319)/256

Clvl 10: 11.8 per sec over 8 seconds for a total of 94.5 damage.
Clvl 30: 42.6 per sec over 8 seconds for a total of 340.6 damage.
Clvl 50: 99.7 per sec over 8 seconds for a total of 797.7 damage.
Clvl 70: 178.8 per sec over 8 seconds for a total of 1430.5 damage.
Clvl 90: 266.7 per sec over 8 seconds for a total of 2133.6 damage.

The damage is divided by 4 for a player target. In addition, for a missile versus a player target one should divide the damage by 8 instead. Versus bosses and champions (could be just bosses or special bosses) the damage is divided by 2

All items with open wounds have a percent chance of inflicting it with every hit. Like poison, it is not stacked, but reset with each new successful hit and triggering.

So as you see the open wounds can very quickly drain a players life, this makes it very useful vs. all classes as they can't just run if they get affected but have to stay and fight in order to leech the life back.

7.2 Deadly strike and critical strike
Deadly strike and critical strike both have a chance of triggering a double damage effect. The deadly strike effect is applied after all other damage bonuses. Critical strike and deadly strike exclude each other.

The formula of dealing double damage with deadly strike and critical strike is:

Chance of double damage = CS + (DS/100)*(100-CS)

Let's assume you have 33% DS and 68% CS, the calculation will look like this

Chance of double damage = 68% + (33/100)*32%
Chance of double damage = 68% + 10.56%
Chance of double damage = 78.56%

In all 78.56% and NOT 101% as the two factors added will give.

But since this is a kicker build it wont be nessesary to get DS or CS gear, since DS and CS DOES NOT work with dragon talon.

7.3 Crushing blow
This is a chance of reducing a monster's health by X% in a single blow.

Default: 25%
vs. Players: 10%
vs. Hirelings: 10%
vs. Champions, Uniques, Bosses: 12.5%
with missile weapons: 6.25%

The life removed is also scaled with number of players. So that if a monster has 450% more life due to 8 players (or whatever the value is) the life removed is further reduced by the same amount (450% would equal multiplying by 4.5 so the life removed by Crushing Blow is divided by 4.5).
Physical resistance does apply to Crushing Blow damage, but only if the resistance is positive. Crushing Blow Items stack in most cases. Crushing Blow is calculated after your normal damage. So, after doing the damage that you would normally do, there is a chance you will reduce the health of the monster by X% after that. If you have more than one item with Crushing Blow, the probabilities will be added together. There will be one random check for a Crushing Blow. There is no check for each separate item, so one can not get multiple Crushing Blows in one attack.

Chrusing blow can be very deadly when doing exp runs and leveling you character, it's very vital to you in order to level your kicker build, no matter which you choose.

8. Mercenary selection
Mercenaries is a very good idea to use if you're planning on leveling alone and questing to gain the extra bonuses from these. When choosing a mercenary you should be looking for the following factors for a kicker.

- Crowd control
- Damage
- Meat shield/distraction

Basically there are two types of mercenaries in the short run that makes a good choise for a kicker. Act I Rogue Scouts and Act II Desert Mercenaries. One could augment that act III or act V mercenaries could also provide this, but I have the following augmentation that these do not provide the suffice amount of help that you're searching for.

Another thing to be aware of is the fact that no mercenary will last long in nightmare/hell if they aren't equipped very well. They must be heavily equipped in order to survive and be of alot of use.

Act I - Rogue Scouts
These are really great in the beginning, granted at a low level they can add alot of help. You should equip them with some of the following equipment.

Helm - 2/3 sockets helm, socketed with +20 poison or +max jewels.
Armor - 3/4 sockets armor, socketed with +20 poison or +max jewels.
Bow - 3/5 sockets bow, socketed with +20 poison or +max jewels.

The only downside about these archers is that they wont last long beyond act II, they have a high tendensy of getting themselves into trouble and dying. Therefor i suggest using them to aid you leveling/progress to around act III and the ditch her for an act II desert mercenary.

Should you choose a rogue as a mercenary i suggest choosing a cold arrow rogue and equipping her with some of the following gear.

Helm - Vampire Gaze / Stealskull / Crown of Thieves
Armor - Shaftstop / Duriel's Shell
Bow - Windforce / Eaglehorn / Any decent high damage bow

Act II - Desert Mercenaries
These are the best mercenaries in the long run, they provide all the things you're searching for provided you equip them well too.

Might Aura (Offensive) - This mercenary can seriously pack a punch, at decent level and equipped with a nice weapon he can easily solo small groups of monster which is very nice while you're handling other buisness, like another group. His might aura gives a small boost to your kick damage but it's not alot, only in the 200-300 range.

This mercenary should be chosen to have a tank and a fighter.

Holy Freeze Aura (Defensive) - This mercenary isn't packing as much damage as the might aura, but he gives you great advantages versus large groups. The holy freeze aura really gives you some more time to react, which can be really nice, like when you're being mobbed by 10+ monsters. Besides from this he can also kill fairly quickly with the right weapon.

Equipping an Act II mercenary isn't very challenging nor very expensive, i suggest the following gear. It's listed in an order of preference with helm and armor, the weapon is up for you to decide since there are so many nice ones.

In the beginning i suggest giving your merc a 'low-level' elite polearm socketed with 'Honor' (Amn + El + Ith + Tir + Sol). This should help him alot staying alive.

Helm - Vampire Gaze / Tal Rasha's Horadric Crest / Crown of Thieves
Armor - Shaftstop / Ethereal Duriel's Shell / Duriel's Shell

Good weapons of choise
'Crescent Moon' (Shael + Um + Tir)
Use an elite ethereal polearm for this, REALLY packs a punch.

'Honor' (Amn + El + Ith + Tir + Sol)
Use an elite ethereal polearm for this, REALLY packs a punch.

Tombreaver - Cryptic Axe
Ethereal version has unbelievable damage.

Bonehew - Ogre Axe
Ethereal version has nice damage, not as good as tomb reaver.

Viperfork - Mancatcher
Insane speed, not superb damage.

Act III - Iron Wolves
They provide crowd control through cold, but they are required to hit their target in order to make any crowd control and they usually get them selves into trouble. The damage is quite low too and in hell the cold duration wont be very long. Overall a bad choise.

However a lightning type mercenary could be an option as the damage can go alot higher than cold damage, look below.

Should you choose a such mercenary anyway for whatever the reasons might be I suggest equipping him with some of the following gear and choose a lightning mercenary.

Helm - Grisson's Eye / Harlequin's Crest
Armor - Shaftstop / Skin of the Vipermagi / Duriel's Shell
Sword - RW Crescent Moon

Act V - Barbarians
True meat shield with lots of health and damage but they provide nothing but a single target damage and in hell they wont last for a minute versus a crowd of monsters.

Should you however choose a such barbarian i suggest using some of the following gear.

Helm - Vampire Gaze / Stealskull / Crown of Thieves
Armor - Shaftstop / Duriel's Shell
Sword - The Grandfather / Doombringer / Honor / Upgraded swordguard / Any decent high damage sword

8.1 Leveling you mercenary
Some of the best places I've found to level my act II mercenary are these, all are in hell mode and level 41+ mercenary.

Act I - Countess runs / Black Marsh
Act I - Pit runs
Act II - Canyon of The Magi

Hope this helps out choosing YOUR mercenary, because all mercenaries can work well. It's all about equipment and playstyle.
 
9. Equipment introduction
With patch 1.10 came alot of new items and runewords, also came the 50% PDR cap in PvP. This brought along alot of new perspectives to the assasin builds, especially with open wounds, chrushing blow etc.

I will be doing a rating of the the equipment i mention during this section and a summary in the end where I mention the 'optimal' setup. After the name of the item there will be a X of 5 grade, this grade determines the usefulness of the item. The grades are these

0-1 = Absolutely the last resort, don't use this item unless you really have no other options, won't provide you very good usefulness but a slight amount.
1-2 = Has minor mods that are useful, don't use this unless you haven't got anything better.
3-4 = Has fair mods, provides a good amount of usefulnes but can be better.
4 = Quite good item, provides alot of good mods and is very useful in combat.
5 = The best item you can get for the purpose.

I won't be mentioning the exact stats of the items, but only roughly go over the stats if they are important in the decription of the item.

Another important perspective in the equipment is mana leech, in order to be able to kick and cast spells at all times, you will need mana. Without mana you're basically screwed, so you will need one or multiple sources of mana leech. I suggest atleast 10-20% mana leech in order to have a 'healthy' mana supply.

9.1 Equipment socketing
When sockting your equipment be aware of the facts written in section 5, which types of modifiers work with dragon talon and which that don't. Below I have listed some useful options for socketing your equipment.

Um
Very useful rune, one of the best for this build. In a weapon it will add 25% chance to inflict open wounds and in a non-shield piece of equipment it will add 15% resist all. In a shield it adds 22% resist all.

Cham
If can afford a such rune you can socket it in a non-weapon piece of equipment to gain CBF. This will leave room for another ring which can - with the right mods - be more powerful than ravenfrost.

Jah
Expensive rune and powerful too, in a non-weapon piece of equipment it adds 5% maximum life which is very useful to you.

Ber
Not the most useful rune of them all, the 8% PDR is hardly needed and the 25% CB will only be useful for leveling and there are cheaper means of gaining CB for leveling. Useful for claw/claw build to squeeze the last bit of PDR needed to reach the 50% PDR cap.

Shael
Useful for obtaining breakpoints to reach 7/2 FPA. The FHR is hardly needed as there are other means of gaining this, than to waste a socket.

Cold/Lightning/Fire Rainbow Facets
Completely useless, I only put them in here to say that lightning facets do NOT add to trap damage neither does the fire facets.

Poison Rainbow Facets
Potentially of use, they can beef up the venom poison damage a little bit but not alot. If you use a couple of them they can give a nice little boost, many small rocks make a mountain you know.

ED jewel
Hardly useful, but if you can get ED/STR jewel these can boost the kick damage a little bit. Hardly worth using a socket on unless it's a rare jewel and has other nice mods.

IAS jewel
With extra mods on these jewel they can become very powerful. Mods like AR/resistances etc. are very useful mods on this kind of jewel, good for reaching the 7/2 FPA breakpoint if you're using fade.

Rare jewel
These are potentially the most useful jewels you can get your hands on. They can have powerful mods. Look for a jewel that has one or more mods from the following list: Strength, Dexterity, Enchanced Damage, -15% Requirement, Resistance(s), Faster Hit Recovery. The list is mentioned in no specific order of preference.

Helm

Vampire Gaze [15-20% PDR 6-8% LL 6-8% ML] - {Grade 3/5}
Very nice helm, first of all it offers some of the mana leech you'll need in order to keep the mana supply high. Secondly it has life leech and PDR. This helm combined with stormshield provides the 50% PDR you'll need. A good choise of helm, perhaps not the best.

Harlequin's Crest [+2 Skills, +1.5 Life/level, +1.5 Mana/level, 10% PDR, +2 all stats] - {Grade 4/5}
Another very nice helm, the skills aren't that important unless you are dual claw where it would benefit the shadow disciplines and weapon block skill. The extra life and mana is a godsent, but they aren't fatal. This is the helm you would want to wear vs. characters where you wanna keep the distance and use traps, also it's highly adviceable vs. casters since you wont be needing any excessive PDR because they are using elemental attacks.

Andariels Visage [+2 skills, 20% IAS, 25-30 strength, 8-10% LL, 70% PR, 10% MAX PR, -30% FR] - {Grade 5/5}
Awesome helm, probably one of the best. It has +2 skills, IAS, LL. The only downside of this helm is the -30% FR, but if you're able to make up for these through other gear, this is one of the main helms you'd want if you're able to get ML through other means than helm, f.x. rings/amulets.

Stealskull [5% LL, 5% ML, 10% IAS, 10% FHR] - {Grade 2/5}
This could be a poormans vampire gaze, it's not the best helm you can get your hands on, but it's better than none. I would suggest this helm as a last resort if you aren't too rich.

Crown of Thieves [9-12% LL, 25 Dexterity, 50 Life, 33% FR] - {Grade 2/5}
A great helm actually, many nice bonuses, this might be the poormans andariel's visage. Has almost similar stats. A good option if you're a little poor.

Crown of Ages [+1 Skills, 10-15% PDR, 20-30% allres, 30% FHR, 1-2 sockets] - {Grade 5/5}
Probably the most expensive of the mentioned helms. Many people cry out that this is the 'über' helm and THE helm. I disagree with them on this. Yea sure it's a nice helm, but really, andariel's visage beats it anytime of the day. The resistances can be made up for quickly through charms, and the 20-30 extra resist all would only benefit you in hell. I have given it grade 5/5 due to the fact that it isn't completely useless.

Guillaume's Face [+30% FHR, 35% CB, +15 Strength] - {Grade 5/5} (For leveling purposes only)
This is probably the most awesome helm for a kicksin when you're leveling. The 35% CB is simply an amazing add to your kill speed. Therefor it recieves the high grade, it has absolutely no use for PvP purposes, so don't eve nthink about using it.

Armor

Shaftstop [30% PDR, 60 Life] - {Grade 2/5}
This is THE armor for gaining PDR, but it doesn't really provide anything else. A good choise for gaining PDR with dual claws, a cheap alternative to Leviathan.

Guardian Angel [30% FBR, 15% MAX Allres, 20% ICtB] - {Grade 5/5}
This is an über armor for gaining resistances vs. elemental attackers. Both the weapon/claw and the dual claw build should utilize this armor when facing heavy elemental damage.

Rattlecage [25% CB, 45 AR] - {Grade 1/5}
Not exactly a superb armor, but it has good usefulnes when leveling, i thought i'd include this one because of the 25% CB that is very useful when leveling.

Boneflesh [5% LL, 25% OW, 35 AR] - {Grade 1/5}
An ok'ish choise if you absolutely don't have any other better, the 25% OW is ofcourse always useful.

Toothrow [40% OW, 10 Strength, 15% FR] - {Grade 1/5}
Better than beforementioned boneflesh, actually an ok choise of armor if you're a poorman.

Duriel's Shell [+1 life/level, 20% FR, 20% LR, 20% PR, 50% CR, CBF, 15 Strength] - Grade {4/5}
This armor, even though it's common and cheap, is actually one of the best armors you can get a hold of. It provides alot of great mods that you need. Upgrade this armor and you have one piece of great shiny armor.

Leviathan [15-25% PDR, 40-50 Strength] - {Grade 5/5}
Amongst the PDR armors this is the king for kickers. The 40-50 extra strength will give you a REAL boost in kíck damage. This armor is a GREAT alternative to the 'Crown of Ages setup', see the equipment summary for dual claw kicker.

Tyrael's Might [20% R/W, 20-30 Strength, 20-30% allres, CBF, -100% req] - {Grade 3/5}
Some would argue this is better than Duriel's Shell, but I disagree. It provides almost identical mods but instead of +1 life/level it adds 20% R/W. I would anytime choose ~80+ life over 20% R/W and the fact that this armor cost a farm makes it less useful than Druiel's Shell.

Arkaine's Valor [+1-2 To All Skills, 0.5 vitality/level, 30% FHR] - {Grade 2/5}
A good armor indeed, not exactly the best choise for a kicker. Offers a great amount of extra life but besides that the +1-2 skills and 30% FHR isn't really worth filling up your armor slot for, you can do much better.

Lionheart [+20% ED, Req -15%, 25 Strength, 20 Vitality, 15 Dexterity, +50 Life, 30% allres] - {Grade 5/5}
(Hel + Lum + Fal)
This is probably one of the best armors for a kicker, if you can't afford an Enigma armor i would aim for this runeword in an elite armor. It provides tons of great mods and a huge life boost too. It's relatively cheap too.

Bramble [Slvl 15-21 Thorns Aura, 50% FHR, 25-50% To Poison Skill Damage, 5% Max CR, 30% FR, 100% PR, Slvl 13 Spirit of Barbs (33 Charges)] - {Grade 2/5}
(Ral + Ohm + Sur + Eth)
Great runeword, only downside is that it's pretty expensive with the Ohm and Sur rune. The mods aren't fantastic but nice, a 50% increased venom damage would always be nice and the thorns aura is a sweetener too.

Chains of Honor [+2 Skills, 8% LL, 20 Strength, 65% allres, 8% PDR] - {Grade 3/5}
(Dol + Um + Ber + Ist)
Favoured by many, and I must say it's a great armor too, has a little expensive touch though. Mods are just great, with this armor you definately wont worry about resistances. But if it's for resistances only you're using this, I suggest going for a 'Smoke' armor instead, it's much cheaper.

Enigma [+2 Skills, 45% R/W, +1 To Teleport, 0.75 strength/level, Increase Maximum Life 5%, 8% PDR, 15% Damage Taken Goes To Mana] - {Grade 5/5}
(Jah + Ith + Ber)
Most likely the most expensive of the mentioned runeword armors to make and also the best. The mods are simply fantastic and it beats all the above armors by a mile, the reason I rated other armors the same as this is because of the cost. It's so expensive to make.
Some consider the +1 teleport as BM - But hey, you're not going to use it, so why care. You have dragon flight.

Stone [60% FHR, +250-290% Enh. Defense, 16 Strength, 16 Vitality, 15% allres, Slvl 16 Clay Golem (16 Charges)] - {Grade 2/5}
(Shael + Um + Pul + Lum)
Nice, cheap and good mods, and it comes with a pet!

Belt

String of Ears [10-15% PDR, 6-8% ll] - {Grade 2/5}
One of the better belts, the reason you should choose this would be from the PDR. The leech isn't that vital since it's nerfed greatly in PvP.

Nosferatu's Coil [5-7% life leech, 10% ias, 15 strength, slows target 20%] - {Grade 1/5}
An ok belt actually, the downside is the slow target which is seen as BM by many.

Thundergod's Vigor [20 Lightning absorb, 10% MAX LR, 20 strength, 20 vitality] - {Grade 3/5}
This is one of the best belts you can wear vs. lightning elements, some would say it's BM but really that's a widespread oppinion, the numbers saying it's BM is just as great as the number that don't. Superior stats too, a very nice belt.

Verdungo's Hearty Cord [30-40 Vitality, 10% FHR, PDR 10-15%] - {Grade 5/5}
Probably the best belt you can get your hands on, if you can get a perfect one you're set to go with belts.

Crafted blood belt [5-10% Open wounds, 1-3% life leech, 10-20 life, extra mods] - {Grade 1-5/5}
(mesh belt/mithril coil + Tal rune + Perfect ruby + jewel)
This could potentially beat even the verdungo's hearty cord, looking over the mods this belt can have 24% FHR, 3% LL, 10% OW, +30 strenght, resistances etc. a real sweetheart of a belt if you're lucky to craft a good one.

Boots
When choosing boots there are one class and one class ONLY that is your choise - myrmidon greaves. These are the only boot class that can give enough damage to your kick.

Gore Rider [30% FRW, 15% deadly strike, 15% chrushing blow, 10% open wounds, -25% req] - {Grade 5/5}
These are THE boots you can get your hands on if you're able to upgrade them. The mods are amazing and the -25% req for a pair of myrmidon greaves is just sweet. These are the boots you'd want.

Shadow Dancer [30% FRW, 30% fhr, 15-25 dexterity, 1-2 shadow disciplines, -20% req, Ladder Only] - {Grade 5/5}
Very nice boots, some say they beat gore rider, but really I think it's a matter of taste. These have the sam kick damage and about the same potential, a little higher requirements, though.

Rare Greaves/War Boots/Myrmidon Boots [-req, FRW] - {Grade 1-5/5}
(1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor.
(1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor.
Potentially a pair of rare myrmidon greaves or myrmidon class that has been upgraded can beat both gore rider and shadow dancer. Be sure to get one with FRW and -req. Other sweet mods would be +stats, +resistances. Good choise if you're non-ladder and don't wanna wait untill the ladder season ends to get a pair of shadow dancers or upgraded gore rider.

Crafted Safety Recipe boots [5-10% FR] - Grade {1-5/5}
(Myrmidon Boots + Ort Rune + Perfect Emerald + Any Jewel)
This is a good alternative to the two unique boots and they are cheap to craft too. Myrmidons are easily bought at Anya in hell and the other pieces of the recipe can be bougth for a nickle. Look for a pair with
FRW, -req, stats, resists on. Potentially these can be just as powerful as rare boots.

Gloves
Dracul's Grasp [7-10% life leech, 25% open wounds, 10-15 strength, 5% CtC Slvl 10 Life tap on striking] - {Grade 5/5}
These are THE gloves if life tap isn't considered BM, they have all the mods you are searching more or less and the life tap just makes them even better, a real diamond among gloves.

Soul Drainer [4-7% LL, 4-7% ML, 8% CtC Slvl 3 Weaken on striking] - {Grade 4/5}
Should dracul's grasp be disallowed these are actually very nice too, dual leech and gives you the ML you're searching. Weaken isn't such a bad spell too.

Crafted blood gloves [3-6% life leech, 5-10% crushing blow, extra mods] - {Grade 1-4/5}
(sharkskin gloves/vampirebone gloves + Nef + Perfect Ruby + jewel)
These should be the last resort, get some with dual leech and +stats on. A pair with +martial arts would be great too. Can potentially beat souldrainer.

Shield

Stormshield [+25% ICoB, 35% FBR, 35% PDR, 60% CR, 25% LR, 30 Strength] - {Grade 5/5}
This is absolutely, positively THE shield you would want. It ruled in PvP back in 1.09 and it still hasn't been detroned. It has so many nice mods on it, a real beauty.

Moser's Blessed Circle [+25% ICoB, 30% FBR, 25% allres, 2 sockets] - {Grade 4/5}
This is probably the shield you'd like vs. elemental attackers, with 2 perfect diamonds in it brings it to a stunning 63% resist all, very nice amount if you're low on resists vs. one or more elements.

Swordback Hold [20% ICoB, 50% open wounds] - {Grade 2/5}
Actually a good shield, but only because of the open wounds. If your resistances can handle it, this is a good shield vs. sorceresses since it remarkably raises your chance to inflict open wounds.

Amulet
When choosing an amulet the things that matters most are stats and skills. Leech is secondary and should be obtained through one or two rings.

Atma's Scarab [5% CtC Slvl 2 Amplify Damage on Striking, 20% AR, 75% PR] - {Grade 3/5}
This is a very nice amulet when you're levling but for PvP it's most likely BM, not many people think positive when they hear the words chance ot cast amplify and PvP combined.

Crescent Moon [10% Damage Taken Goes To Mana, +45 Mana, 3-6% LL, 11-15% ML] - {Grade 3/5}
Nice amulet actually, not the best, but the leech is stunning. This definitively provides you with enough mana leech to keep your kicking on the go.

Metalgrid [+400-450 AR, Level 22 Iron Golem (11 Charges), Level 12 Iron Maiden (20 Charges), 25-35% Allres, +300-350 Defense, Ladder Only] - {Grade 3/5}
This is actually a very nice amulet, even though it lacks stats, skills and leech. The huge AR bonus can be a real help versus paladins, barbarians and other high defense chars which you'd like a better shot hitting with dragon talon and dragon flight. The extra mods and pets on it is just a plus.

Crafted Blood amulet [+1-2 Skills, 1-3% LL, X% ML, extra mods] - {Grade 3-5/5}
These are potentially the most powerful amulets you can get your hands on. They come with almost all mods, 1-4% LL, upto 8% ML and stats, skills, resistances etc. A good one is dual leech 5-8% ML with 15-20 in strength or dex, or combined and +1-2 skills. Downside with these types of amulets are that the best usually have a very steep level requirement such as in the 90+ range.

Rare amulet [+1-2 Skills, leech, stats] - {Grade 3-5/5}
This could potentially be an even more powerful amulet as rares can have enormous stat points boosts and resist boosts without having too steep level requirements.

Rings
When choosing a ring the most important is mana leech and stats. Other modifiers like attack rating and dexterity are great stuff to have on them too, life leech is the least important as leech is very nerfed in PvP.

Ravenfrost [CBF, 15-20 Dexterity, 20% Cold Absorb, 150-250 AR] - {Grade 2-4/5}
Sweet ring, favoured by many since not many CBF sources are around. A good ring when facing cold attacks too, the extra mods is just a plus. Ravenfrost is also a good source of gaining attack rating, it easily adds 2-4k extra AR.

Carrion Wind [8% CtC Slvl 13 Twister on striking, 6-9% LL, 55% PR, 10% Damage Taken Goes To Mana] - {Grade 3/5}
Since twisters have a stunning effect this is actually a very nice ring, it's not the best but the twisters actually makes it very useful.

Bul Khato's Wedding Band [3-5% LL, +0.5 Life/level, +1 All skills] - {Grade 1/5}
Semi-useful ring. Wouldn't choose this over other rings, but the mods are ok'ish for kickers.

Rare single/dual leech [>6% LL, >4% ML, extra mods] - {Grade 3-5/5}
Poetentially the best ring(s) you can get your hands on. With a maximum of 9/9 dual leech and capable of having mods like resistances, dexterity and strength makes these among the top rings.

Crafted single leech [>6% LL, extra mods] - {Grade 2-4/5}
Capable of having 11% life leech and stats, these rings shouldn't be chosen for leech only since leech has been nerfed greatly as mentioned before. Get one with nice resistances and lots of stats.

10. Weapon/shield build.

In case a certain skill isn't mentioned below it shouldn't recieve any skill points.

10.1 Martial Arts Tree
In the martial arts tree the whole left and middle branch should be left alone and shouldn't be spend any skill points in. The reason to this is, that you wan't to be kicking all the time and don't have the time to gain charges and release them, besides this charges works very poorly with dragon talon since they are added to the final damage and not multipled as with a claw attack.

Dragon Talon - 20 points
This will be your primary attack. It's the fastest attack that assasins have now, even though the initial attack is 7 frames compared to dragon claws 5 frames it has capability of reaching 2 frames for the following attacks.

Dragon Claw - 1 point
Prerequisite to dragon flight.

Dragon Tail - 1 point
Prerequisite to dragon flight.

Dragon Flight - 20 points
This is a VERY handy skill for catching fleeing opponents or getting out of a stressed situation. Also gets you "in you opponents face" once they are stunlocked. Now that the dragon flight bug has been corrected it had become an even more useful skill, with the new kick damage on boots this can become a very deadly skill and is no longer just a mean of trasportation.

Some would augment that maxing this skill isn't nessesary, but my reasons to maxing dragon flight is, that a level 20-31 dragon flight does tremendous damage. Dragon flighting with a pair of myrmidon greaves, maxed venom and open wounds can take a great potion of any opponents life, especially those who 'fly around the screen' like sorceresses or 'enigma' users. Being hit by a 2.5-3k dragon flight will definately make them think twice before getting too close.

10.2 Shadow Disciplines Tree

Claw Mastery - 1 point
Prerequisite to shadow master, burst of speed and venom.

Burst of Speed - 1 point
Prerequisite to venom

I would recommend only spending a single point in this skill, with the +skill gear, charms, the +6 Shadow Disciplines switch for precasting and IAS from equipment you will have plenty of IAS to reach the maximum attack speeds you will need.

Fade - 1 Point
Prerequisite to venom

Venom - 20 points
This skill has gotten alot more powerful than it used to in patch 1.09, it can now be cast together with fade or BoS. At level 20 it inflicts 425-445 poison damage over 0.4 seconds, which is almost instant. This is 1250 poison damage over 1 second.

Weapon Block - 1 point
Prerequisite to shadow master

Shadow Warrior - 1 point
Prerequisite to shadow master

Shadow Master - 1 point
This is a lifesaver sometimes, in patch 1.10 the shadow master has gotten alot weaker even though it has recived alot better AI. It has lower life and isn't quite the tank it used to be in patch 1.09. wouldn't recommend maxing this skill, I would prefer a high level dragon flight instead.

My reasons to this is, that even though a high level shadow master can inflict great damage it's rarely of any use except for distractions since most opponents attack will kill it in 1 shot wether it's level 1 or 20.

Psychic Hammer - 1 point
Prerequisite to mind blast

Cloack of Shadows - 1 point
Prerequisite to mind blast

Mind Blast - 1 - As many points as possible
Once you have maxed out all other main skills and you have 1 point in all prerequisites, start pumping points into mind blast and get it as high as possible. Mind blast starts with 2 seconds stun swirl duration and increases with 0.2 seconds per extra skill point spent in it. This is a VERY powerful skill.

10.3 Traps Tree

Fire Blast - 1 point
Prerequisite to lightning sentry and wake of fire

Shock Web - 1 point
Prerequisite to lightning sentry

Lightning Sentry - 1-20 points
Very useful skill for stun locking opponents, even at low levels. Some augments that a maxed sentry isn't of any use vs. target you want to 'push around'. A high level lightning sentry will be able to push opponents like barbarians, druids and trappers around so they can't play you defensive.

Death Sentry 0-1 points
This depends on you. This is very useful for leveling but not as much a must as it used to be in patch 1.09 for cow levels, really this is a matter of taste. It can work very well against crowds but isn't an uber skill like it used to be unless its pumbed full of points, and since you're not a trapper you won't be needing alot of points in this one.

Wake of Fire - 1-20 points
Prerequisite to blade shield

Very useful skill for stun locking opponents, even at low levels. If you do want to ue lightning sentry i suggest using this skill, even though it has semi-low damage.

Blade Sentinel 0-1 point
Prerequisite to blade shield

Blade Fury 0-1 point
Prerequisite to blade shield

Blade Shield - 0-1 point
Most people don't pay this skill alot of attention, but it's actually quite a powerful skill even at low levels. Blade shield's attack speed is locked at 25 frames (once per second), regardless of weapon speed and BoS. Blade shield's range is locked at 6(the range of the longest weapon, 4 yards), regardless of weapon range, this is good since the weapons you'll be sing have very low range.

The effects triggered by blade shield is listed below

1/4th Physical damage of the weapon you're wielding

Elemental Damage
Magical Damage
Poison Damage
Deadly strike
+X% Life Leech
+X% Mana Leech

As you see in the above list blade shield triggers neither open wounds or crushing blow. However the magical damage and poison are the two main factors. If you're wielding either chaos or azurewrath you will be able to tranfers up to an extra 500 magical damage which is unresistable, this is quite alot even after PvP penalty. The poison will also be tranfered to inflict extra damage, but as your dragon talon is already triggering poison this is less useful.

Another aspect of blade shield is the very short duration, some people find it annoying to recast it alot during a match since it durates very fast.Wether you want to spend the extra 3 skill points this skill will require is solely up to you. Personally I have had some good experiences with it combined with magical damage.

10.4 Skill/build Summary
Below is listed the final build for level 99, the reason i listed the order of preference to max out skills is, that most people will probably head for level 80-90 since leveling past level 85 is quite extensive and time consuming.

IMPORTANT NOTICE: I suggest that you go and read section 13 before deciding what to max of mind blast or a trap. This is very important to the build and how it will work against certain classes.

Order of preference for maxing skills
- Dragon Talon
- Dragon Flight
- Venom
- Lightning Sentry/Wake of Fire
- Mind Blast

Martial Arts (42)
20 Dragon Talon
1 Dragon Claw
1 Dragon Tail
20 Dragon Flight

Shadow Disciplines (29-41)
1 Claw Mastery
1 Burst of Speed
1 Fade
20 Venom
1 Weapon Block
1 Shadow Warrior
1 Shadow Master
1 Psychic Hammer
1 Cloak of Shadows
13 Mind Blast

Traps (24-28)
1 Fire Blast
1(0) Blade Sentinel
1(20) Wake of Fire
1(0) Blade Fury
1(0) Blade Shield
1 Shock Web
1 Charged Bolt Sentry
1(20) Lightning Sentry
1(0) Death Sentry

10.5 Leveling advice
Many would think this build would take alot of time to level and be a hard nut to crack, since assasin don't deal alot of damage compared to other cookie-cutter build. This build is different, it can actually chop large crowds into pieces quickly, although not as quickly as area-damage chars like meteor sorceresses.

I will utilize tweaking in this part of the guide, since almost everyone who is concerned about a PvP char has the basic gear to start them and some tweaking gear lying around. Else they usually have a MF character which is able to get them what they need.

To level fast I suggest you should be using the following equipment.

Cathans ring
Cathans amulet
Sigons complete set
Rhyme shield
Skewer of krintiz
Guilames face
Gore riders (upgrade)
String of Ears
Atma's scarab
Dracul's grasp
Stormshield
Lionheart [Hel + Lum + Fal]
Strength [Amn + Tir]
Manald heal
Ravenfrost

Level 1 to 11
I suggest you will start out by muling 50k gold to your assasin, stash this up. Afterwards buy about 3-5 packs of standard javelins, these will be your weapon of choise untill level 11 where you can equip better weapons. Clean blood moor and the cave this should grant you about 2-3 levels. Put all stat points into strength and all the skill points into dragon talon. Once you reach level 11 you will have enough strength to wear the complete sigons gear, this is what you will be wearing for a long time.

Once you reach level 6, put 1 point into all prerequisites and burst of speed, make sure this is enabled all the time.

Put on cathans ring and amulet at level 11.

Level 12 to 26
When you reach level 12 put 5 points into dexterity and put on skewer of krintiz, this is some basic mana leech you'll need to keep on kicking. From level 12-26 be sure to get the needed stats for wearing the gear in the future. Remember the prerequisites and once you have maxed out dragon talon start maxing dragon flight.

About now you should have reach Act 2 sewers and the archers should be causing you alot of pain - atleast they did to me. Handle hem by using 'cloak of shadows' to blind them, then move in and kick away. You should be able to clean atleast 50% of 6-8 archer gruop in a 8 player game, during the 8 seconds CoS lasts.

At level 15 you'll put on manald heal.

Once you're level 17 go to arcane santuary and on to Canyon of the magi. Search for 8 player games and level in Canyon of the magi alone, don't worry you should have plenty of protection and damage to handle the monster all alone.

At level 24 start doing travincal runs to gain extra exp.

Level 27 to 31
Pretty simple, start doing diablo runs and equip your Rhyme shield, string of ears and Strength claw. Also equip your Lionheart armor.

Level 32 to 41
Go on leveling at baals minions, at level 40 equip guilames face.

Level 42 to 65
Start on nightmare and equip ravenfrost. Work you way through nightmare in parties or with help from friends to boost. Check out http://www.purediablo.com/guides/news.php?id=512&pageno=1 for the best places to level.

At level 47 equip goreriders and at level 60 atma's scarab.

Level 66+
Go to hell and start working on getting to baals minions, this is relatively fast to do with parties and a little help from friends. At level 73 you should equip stormshield and at level 73 you should upgrade your gore riders to myrmidon greaves and at level 76 put on draculs grasp, from this point off just do baals minions runs to level up.

10.6 Stat Point Distribution

Strength
With the dragon talon skill, strength is the most determining factor when calculation the damage. Therefor strength is now more important than dexterity to this build, the more strength the more damage. I suggest getting strength up around 200'ish, while wearing your items. Your base strength should be around 110-150. This should bring you around 1.4-1.6k dragon talon damage.

Dexterity
Dexterity should be just the amount you need to reach maximum blocking (75%) at your current level. Many 'elite' duellers calculate the precise amount they will need as base with all their equipment on.

Vitality
All spare points should be spent in vitality, as this is the amount of life you will have in duels. 1 point in vitality is 3 life points for assasins.

Energy
None is needed here.

10.7 Weapon
When speaking of weapons there are lots to choose from and lots that suit a dragon talon assasin, sometimes it's even a matter of taste and looks that decides a player choise of weaponry - other times it's a matter of wealth.

Magical claw [+3 Shadow Disciplines, extra mods] - {Grade 4-5/5}
These should be used to precast burst of speed, venom and fade. Look for a pair with extra skills on like venom or shadow master.

Fury - {Grade 5/5}
3 Socket Melee Weapons
Jah + Gul + Eth
+209% Enhanced Damage
40% Increased Attack Speed
Prevent Monster Heal
66% Chance Of Open Wounds
33% Deadly Strike
Ignore Target's Defense
-25% Target Defense
20% Bonus To Attack Rating
6% Life Stolen Per Hit
+5 To Frenzy (Barbarian Only)

A very, very nice weapon. It's a little expensive to make, but the 40% IAS, 66% OW, -25% TD, 20% AR and 6% LL is all worth the runes. Choose these because of the high amounts of OW and a fast weapon.

Suggestion for the weapon to make this runeword in:
Runic Talon's [WSM -30] - Reaches the maximum speed very easily.
Berserker Axe [WSM 0] - Style and tradeability.
War Spike [WSM -10] - Style.
Scourge [WSM -10] - Style.

Malice - {Grade 3/5}
3 Socket Melee Weapons
Ith + El + Eth
+33% Enhanced Damage
+9 To Maximum Damage
100% Chance Of Open Wounds
-25% Target Defense
-100 To Monster Defense Per Hit
Prevent Monster Heal
+50 To Attack Rating
Drain Life -5

A very cheap runeword and it has some nasty mods too, underestimated by many. The 100% OW is just GREAT and the -25% TD is sweet too. Besides that it's not worth anything, very deadly vs. fast moving targets that tends to run away from you. Socket this one is a WSM -20 to WSM -30 weapon to get enough WSM to reach maximum attackspeed. Downside is the -5 Life drain which will make you loose ~1 health point per second, however this can be countered easily with replenish life.

Suggestion for the weapon to make this runeword in:
Runic Talon's [WSM -30] - Reaches the maximum speed very easily.
Berserker Axe [WSM 0] - Style and tradeability.
War Spike [WSM -10] - Style.
Scourge [WSM -10] - Style.

Steel - {Grade 2/5}
2 Socket Swords/Axes/Maces
Tir + El
+20% Enhanced Damage
+3 To Minimum Damage
+3 To Maximum Damage
+50 To Attack Rating
50% Chance Of Open Wounds
25% Increased Attack Speed
+2 To Mana After Each Kill
+1 To Light Radius

Another cheap runeword, besides 25% IAS and 50% OW it's not the glittery. If i should choose between this one and 'Malice' I'd go for 'Malice' since both are so cheap to make.

Suggestion for the weapon to make this runeword in:
Cryptic Sword [WSM -10] - Style.
Berserker Axe [WSM 0] - Style.
War Spike [WSM -10] - Style.
Scourge [WSM -10] - Style.

Beast - {Grade 4/5}
5 Socket Axes/Scepters/Hammers
Ber + Tir + Um + Mal + Lum
Level 9 Fanaticism Aura When Equipped
+40% Increased Attack Speed
+240-270% Enhanced Damage (varies)
20% Chance of Crushing Blow
25% Chance of Open Wounds
+3 To Werebear
+3 To Lycanthropy
Prevent Monster Heal
+25-40 To Strength (varies)
+10 To Energy
+2 To Mana After Each Kill
Level 13 Summon Grizzly (5 Charges)

Semi-expensive runword, ber is hard to get, but the rest of the runes could be obtained fairly 'cheap'. The mods are amazing, with this one on you'll never have to worry about attack speeds, the fanaticism aura should boost your speed plenty, a good choise if you need to use fade and still need max speeds. Another bonus is the huge strength boost it grants along with another pet.

Suggestion for the weapon to make this runeword in:
Berserker Axe [WSM 0] - Style and tradeability.
War Spike [WSM -10] - Style and speed.
Caduceus [WSM -10] - Style and speed.

Chaos - {Grade 5/5}
3 Socket Claws
Fal + Ohm + Um
9% Chance To Cast Level 11 Frozen Orb On Striking
11% Chance To Cast Level 9 Charged Bolt On Striking
+35% Increased Attacked Speed
+290-340+% Enhanced Damage (varies)
Adds 216-471 Magic Damage
25% Chance of Open Wounds
+1 To Whirlwind
+10 To Strength
+15 Life After Each Demon Kill

Great claw! Semi-expensive touch though, the magical damage gets added to each kick so with 5 kick it's 1080-2355 extra unresistable damage, the 25% OW and extra IAS is sweet too. Some nice 'glitter' effects with the two chance to casts too.

Suggestion for the weapon to make this runeword in:
Runic Talon's [WSM -30] - Reaches the maximum speed very easily.
Suwayyah [WSM 0] - Style.

Doom - {Grade 4/5}
5 Socket Axes/Polearms/Hammers
Hel + Ohm + Um + Lo + Cham
5% Chance To Cast Level 18 Volcano On Striking
Level 12 Holy Freeze Aura When Equipped
+2 To All Skills
+45% Increased Attack Speed
+330-370% Enhanced Damage (varies)
-(40-60)% To Enemy Cold Resistance (varies)
20% Deadly Strike
25% Chance of Open Wounds
Prevent Monster Heal
Freezes Target +3
Requirements -20%

Superior runeword, but VERY expensive too. Once you've tried this you love it! The holy freeze aura is amazing, but actually besides the aura, 25% OW and 45% IAS it isn't that much. The +2 skills isn't important to a weapon/shield build. Some consider the aura BM though, keep this in mind.

Suggestion for the weapon to make this runeword in:
Berserker Axe [WSM 0] - Style and tradeability.
War Spike [WSM -10] - Style and speed.

Kingslayer - {Grade 5/5}
4 Socket Swords/Axes
Mal + Um + Gul + Fal
+30% Increased Attack Speed
+230-270% Enhanced Damage (varies)
-25% Target Defense
20% Bonus To Attack Rating
33% Chance of Crushing Blow
50% Chance of Open Wounds
+1 To Vengeance
Prevent Monster Heal
+10 To Strength
40% Extra Gold From Monsters

The mods on it are GREAT for the price of it, the runes are fairly easy to obtain and it's superior in use, this is what I would refer to as a cheaper version of 'Fury', they have almost similar mods even though 'Kingslayer' has 16% lower chance of inflicting open wounds. Another useless but nice touch is the name compared with the fact of an assasin wielding it ;)

Suggestion for the weapon to make this runeword in:
Berserker Axe [WSM 0] - Style and tradeability.
War Spike [WSM -10] - Style and speed.
Cryptic Sword [WSM -10] - Style and speed.

Blood Crescent - {Grade 3/5}
Scimitar
One-Hand Damage: 3 To (9-10) (6-6.5 Avg)
Required Level: 7
Required Dexterity: 21
Durability: 22
Base Weapon Speed: [-20]
+60-80% Enhanced Damage(varies)
33% Chance Of Open Wounds
15% Increased Attack Speed
15% Life Stolen Per Hit
All Resistances +15
+15 To Life
+4 To Light Radius
(Only Spawns In Patch 1.09 or later)

Who would have thought a scimitar could work wonders, it's cheap, it's easy to find and the mods are stunning. Just look at them and compare with the price and scarcity. Great weapon!

Razor's Edge - {Grade 3/5}
Tomahawk
One-Hand Damage: (90-107) To (159-188) (124.5-147.5 Avg)
Required Level: 67
Required Strength: 125
Required Dexterity: 67
Durability: 28
Weapon Speed: [0]
+175-225% Enhanced Damage (varies)
+40% Increased Attack Speed
-33% Target Defense
50% Deadly Strike
50% Chance of Open Wounds
(Only Spawns In Patch 1.10 or later)

Some people just love this weapon, I claim it's heavily overrated beaten anytime by many of the other weapons that are found easier too.

Fleshripper - {Grade 5/5}
Fanged Knife
One-Hand Damage: (45-60) To (174-228) (108-144 Avg)
Required Level: 68
Required Strength: 42
Required Dexterity: 86
Durability: 36
Base Weapon Speed: [-20]
+200-300% Enhanced Damage (varies)
-50% Target Defense
25% Chance of Crushing Blow
33% Deadly Strike
50% Chance of Open Wounds
Prevent Monster Heal
Slows Target By 20%
(Spawns In 1.10 Patch Only)

Probably one of THE best weapons you can get your hands on, the only downside is the slow target which is considered BM by alot of people, if it was without this it would be an über weapon but very rare though.

Lacerator - {Grade 3/5}
Winged Axe
Throw Damage: (17-21) To (150-186) (83.5-103.5 Avg)
One-Hand Damage: (27-34) To (140-173) (83.5-103.5 Avg)
Required Level: 68
Required Strength: 96
Required Dexterity: 122
Base Weapon Speed: [-10]
Max Stack: (180)
+150-210% Enhanced Damage (varies)
+30% Increased Attack Speed
33% Chance of Open Wounds
Prevent Monster Heal
Hit Causes Monster To Flee 50%
33% Chance To Cast Level 3 Amplify Damage On Striking
Replenishes Quantity [1 in 4 sec.]
(Only Spawns In Patch 1.10 or later)

Great weapon actually, if amplify damage is allowed. But as many consider amplify damage BM, it's not of much use.

Fleshrender - Grade {2/5}
Barbed Club
One-Hand Damage: (62.2-72) To (109.8-128) (86-100 Avg)
Required Level: 38
Required Strength: 30
Durability: 56
Base Weapon Speed: [0]
+130-200% Enhanced Damage(varies)
Adds 35-50 Damage
+50% Damage To Undead
20% Deadly Strike
20% Chance of Crushing Blow
25% Chance of Open Wounds
+1 To Druid Skills
+2 To Shape Shifting Skills (Druid Only)
Prevent Monster Heal

Pretty nice club, this could be considered a mini-version of fleshripper. The stats are almost similar even though this weapon is a bit slower and has no slow target (which is actually a good thing). Good weapon for leveling if you're not too rich.

Azurewrath - Grade {5/5}
Phase Blade
One-Hand Damage: (102-114) To (115-129) (108.5-121.5 Avg)
Required Level: 85
Required Strength: 25
Required Dexterity: 136
Base Weapon Speed: [-30]
+230-270% Enhanced Damage (varies)
+30% Increased Attack Speed
Adds 250-500 Magic Damage
Adds 250-500 Cold Damage, 10 sec. Duration (Normal)
+1 To All Skills
+5-10 To All Attributes (varies)
Level 10-13 Sanctuary Aura When Equipped (varies)
Indestructible
+3 To Light Radius
(Ladder Only)

Amazing sword, this could be considered just as good as a 'Chaos' claw and even better. It has insane speed, huge elemental damage and even adds skills and stats too, an almost impossible to beat weapon were it not for the lack of open wounds, however this can be compensated for through an Um rune.

Bartuc's Cut-Throat - {Grade 5/5}
Greater Talons
Damage: (77-88) To (137-155) (107-121.5 Avg)
Required Level: 42
Required Strength: 79
Required Dexterity: 79
Durability: 69
Weapon Speed: [-30]
(Assassin Only)
+150-200% Enhanced Damage (varies)
Adds 25-50 Damage
30% Faster Hit Recovery
20% Bonus To Attack Rating
5-9% Life Stolen Per Hit (varies)
+20 To Strength
+20 To Dexterity
+2 To Assassin Skill Levels
+1 To Martial Arts Skills (Assassin Only)

Some will wonder what this claw is doing here as it has none of the mods useful to a kicker using weapon/shield. The reason it has earned it's place and recieved a 5/5 grade is that it will become a very useful part of your stretegy. More on this in the tactics section.

Jade Talon - {Grade 5/5}
Wrist Sword
Damage: (98-115) To (130-153) (114-134 Avg)
Required Level: 66
Required Strength: 105
Required Dexterity: 105
Durability: 56
Weapon Speed: [-10]
(Assassin Only)
+190-240% Enhanced Damage (varies)
+1-2 To Martial Arts (Assassin Only) (varies)
+1-2 To Shadow Disciplines (Assassin Only) (varies)
+30% Faster Hit Recovery
10-15% Mana Stolen Per Hit (varies)
All Resistances +40-50 (varies)

Some will wonder what this claw is doing here as it has none of the mods useful to a kicker using weapon/shield. The reason it has earned it's place and recieved a 5/5 grade is that it will become a very useful part of your stretegy. More on this in the tactics section.

10.8 Inventory

Your inventory should be filled with these charms

10 Martial Arts skillers with +Life (FHR)
1 Annihilus unique small charm
9 small charms with life/resist

10.9 Equipment summary

To summarize a little bit, listed below is what I think is one of the best overall setups you could be using.

Standard setup
Helm : Andariel's Visage / Harlequin's Crest
Armor : Enigma / Lionheart / Upgraded Duriel's Shell
Weapon: Chaos / Doom / Kingslayer / Fury / Beast / Azurewrath "Um"
Shield: Stormshield
Gloves: Dracul's Grasp / Souldrainer
Amulet: +1-2 Assasin, >15 stats, allres, dual leech
Ring 1: mana leech/dual leech, >15 stats
Ring 2: dual leech, >15 stats / Ravenfrost
Boots : Upgraded gore rider
Belt : 15/40 verdungo's hearty cord / crafted blood belt w/ 10% OW, >15 stats, 24% FHR

With verdungo's hearty cord 2 Martial Arts skillers w/ 12% FHR should be put in the inventory together with a 3x 5% FHR small charm to reach the 48% FHR breakpoint. Another option for saving the 3 inventory slots would be sockting a few pieces of equipment with jewels that has 7% FHR on them, I advice using rare ones.
With the blood belt 24% FHR setup, Martial Arts skillers w/ 12% FHR should be put in the inventory.
 
11. Dual claw build

Incase a certain skill isn't mentioned below it shouldn't recieve any skill points.

11.1 Martial Arts Tree
In the martial arts tree the whole left and middle branch should be left alone and shouldn't be spend any skill points in. The reason to this is, that you wan't to be kicking all the time and don't have the time to gain charges and release them, besides this charges works very poorly with dragon talon since they are added to the final damage and not multipled as with a claw attack.

Dragon Talon - 20 points
This will be your primary attack. It's the fastest attack that assasins have now, even though the initial attack is 7 frames compared to dragon claws 5 frames it has capability of reaching 2 frames for the following attacks.

Dragon Claw - 1 point
Prerequisite to dragon flight.

Dragon Tail - 1 point
Prerequisite to dragon flight.

Dragon Flight - 20 points
This is a VERY handy skill for catching fleeing opponents or getting out of a stressed situation. Also gets you "in you opponents face" once they are stunlocked. Now that the dragon flight bug has been corrected it had become an even more useful skill, with the new kick damage on boots this can become a very deadly skill and is no longer just a mean of trasportation.

Some would augment that maxing this skill isn't nessesary, but my reasons to maxing dragon flight is, that a level 20-31 dragon flight does tremendous damage. Dragon flighting with a pair of myrmidon greaves, maxed venom and open wounds can take a great potion of any opponents life, especially those who 'fly around the screen' like sorceresses or 'enigma' users. Being hit by a 2.5-3k dragon flight will definately make them think twice before getting too close.

11.2 Shadow Disciplines Tree

Claw Mastery - 1 point
Prerequisite to shadow master, burst of speed and venom.

Burst of Speed - 1 point
Prerequisite to venom

I would recommend only spending a single point in this skill, with the +skill gear, charms, the +6 Shadow Disciplines switch for precasting and IAS from equipment you will have plenty of IAS to reach the maximum attack speeds you will need.

Fade - 1 Point
Prerequisite to venom

Venom - 20 points
This skill has gotten alot more powerful than it used to in patch 1.09, it can now be cast together with fade or BoS. At level 20 it inflicts 425-445 poison damage over 0.4 seconds, which is almost instant. This is 1250 poison damage over 1 second.

Weapon Block - 8-15 point
This is your only way of gaining block, the breakpoint you want to reach is at level 26 with 60% chance to block. The reason i'm putting 8-15 points here is because you will be wearing a +1-2 assasin amulet and 10 shadow disciplines skill charms. Together this is atleast 11 points extra to weapon block, this is the minimum extra skills you'll be wearing at all times. IT IS IMPORTANT that you check the gear you are going to use and make sure that you at ALL times have a slvl 26 weapon block!

Ways to lower the amount of points spent in weapon block is:
Shadow Disciplines skillers
Runewording a claw that has +weapon block on it
+skill equipment
+skill

Shadow Warrior - 1 point
Prerequisite to shadow master

Shadow Master - 1 point
This is a lifesaver sometimes, in patch 1.10 the shadow master has gotten alot weaker even though it has recived alot better AI. It has lower life and isn't quite the tank it used to be in patch 1.09. wouldn't recommend maxing this skill, I would prefer a high level dragon flight instead.

My reasons to this is, that even though a high level shadow master can inflict great damage it's rarely of any use except for distractions since most opponents attack will kill it in 1 shot wether it's level 1 or 20.

Psychic Hammer - 1 point
Prerequisite to mind blast

Cloack of Shadows - 1 point
Prerequisite to mind blast

Mind Blast - 1 - As many points as possible
Once you have maxed out all other main skills and you have 1 point in all prerequisites, start pumping points into mind blast and get it as high as possible. Mind blast starts with 2 seconds stun swirl duration and increases with 0.2 seconds per extra skill point spent in it. This is a VERY powerful skill.

11.3 Traps Tree

Fire Blast - 1 point
Prerequisite to lightning sentry and wake of fire

Shock Web - 1 point
Prerequisite to lightning sentry

Lightning Sentry - 1-20 points
Very useful skill for stun locking opponents, even at low levels. Some augments that a maxed sentry isn't of any use vs. target you want to 'push around'. A high level lightning sentry will be able to push opponents like barbarians, druids and trappers around so they can't play you defensive.

Death Sentry 0-1 points
This depends on you. This is very useful for leveling but not as much a must as it used to be in patch 1.09 for cow levels, really this is a matter of taste. It can work very well against crowds but isn't an uber skill like it used to be unless its pumbed full of points, and since you're not a trapper you won't be needing alot of points in this one.

Wake of Fire - 1-20 points
Prerequisite to blade shield

Very useful skill for stun locking opponents, even at low levels. If you do want to ue lightning sentry i suggest using this skill, even though it has semi-low damage.

Blade Sentinel 0-1 point
Prerequisite to blade shield

Blade Fury 0-1 point
Prerequisite to blade shield

Blade Shield - 0-1 point
Most people don't pay this skill alot of attention, but it's actually quite a powerful skill even at low levels. Blade shield's attack speed is locked at 25 frames (once per second), regardless of weapon speed and BoS. Blade shield's range is locked at 6(the range of the longest weapon, 4 yards), regardless of weapon range, this is good since the weapons you'll be sing have very low range.

The effects triggered by blade shield is listed below

1/4th Physical damage of the weapon you're wielding

Elemental Damage
Magical Damage
Poison Damage
Deadly strike
+X% Life Leech
+X% Mana Leech

As you see in the above list blade shield triggers neither open wounds or crushing blow. However the magical damage and poison are the two main factors. If you're wielding either chaos or azurewrath you will be able to tranfers up to an extra 500 magical damage which is unresistable, this is quite alot even after PvP penalty. The poison will also be tranfered to inflict extra damage, but as your dragon talon is already triggering poison this is less useful.

Another aspect of blade shield is the very short duration, some people find it annoying to recast it alot during a match since it durates very fast.Wether you want to spend the extra 3 skill points this skill will require is solely up to you. Personally I have had some good experiences with it combined with magical damage.

11.4 Skill/build Summary
Below is listed the final build for level 99, the reason i listed the order of preference to max out skills is, that most people will probably head for level 80-90 since leveling past level 85 is quite extensive and time consuming.

Order of preference for 'maxing' skills
- Dragon Talon
- Weapon block (Only spent as many points as you need here DON'T overkill)
- Venom
- Dragon Flight
- Lightning Sentry/Wake of Fire
- Mind Blast

Martial Arts (42)
20 Dragon Talon
1 Dragon Claw
1 Dragon Tail
20 Dragon Flight

Shadow Disciplines (36-42)
1 Claw Mastery
1 Burst of Speed
1 Fade
20 Venom
8-15 Weapon Block
1 Shadow Warrior
1 Shadow Master
1 Psychic Hammer
1 Cloak of Shadows
1 Mind Blast

Traps (24-28)
1 Fire Blast
1(0) Blade Sentinel
1(20) Wake of Fire
1(0) Blade Fury
1(0) Blade Shield
1 Shock Web
1 Charged Bolt Sentry
1(20) Lightning Sentry
1(0) Death Sentry

11.5 Leveling advice
To level fast I suggest you should be using the following equipment.

Cathans ring
Cathans amulet
Sigons complete set
Rhyme shield
Skewer of krintiz
Guilames face
Gore riders (upgrade)
String of Ears
Atma's scarab
Dracul's grasp
Stormshield
Lionheart [Hel + Lum + Fal]
Strength [Amn + Tir]
Manald heal
Ravenfrost
Bartuc's Cut Throat
Bartuc's Cut Throat
Jade Talon
Jade Talon

Level 1 to 11
I suggest you will start out by muling 50k gold to your assasin, stash this up. Afterwards buy about 3-5 packs of standard javelins, these will be your weapon of choise untill level 11 where you can equip better weapons. Clean blood moor and the cave this should grant you about 2-3 levels. Put all stat points into strength and all the skill points into dragon talon. Once you reach level 11 you will have enough strength to wear the complete sigons gear, this is what you will be wearing for a long time.

Once you reach level 6, put 1 point into all prerequisites and burst of speed, make sure this is enabled all the time.

Put on cathans ring and amulet at level 11.

Level 12 to 26
When you reach level 12 put 5 points into dexterity and put on skewer of krintiz, this is some basic mana leech you'll need to keep on kicking. From level 12-26 be sure to get the needed stats for wearing the gear in the future. Remember the prerequisites and once you have maxed out dragon talon start maxing dragon flight.

About now you should have reach Act 2 sewers and the archers should be causing you alot of pain - atleast they did to me. Handle hem by using 'cloak of shadows' to blind them, then move in and kick away. You should be able to clean atleast 50% of 6-8 archer gruop in a 8 player game, during the 8 seconds CoS lasts.

At level 15 you'll put on manald heal.

Once you're level 17 go to arcane santuary and on to Canyon of the magi. Search for 8 player games and level in Canyon of the magi alone, don't worry you should have plenty of protection and damage to handle the monster all alone.

At level 24 start doing travincal runs to gain extra exp.

Level 27 to 31
Pretty simple, start doing diablo runs and equip your Rhyme shield, string of ears and Strength claw. Also equip your Lionheart armor.

Level 32 to 41
Go on leveling at baals minions, at level 40 equip guilames face and at level 41 equip the two bartuc's cut throat.

Level 42 to 65
Start on nightmare and equip ravenfrost. Work you way through nightmare in parties or with help from friends to boost. Check out http://www.purediablo.com/guides/news.php?id=512&pageno=1 for the best places to level.

At level 47 equip goreriders and at level 60 atma's scarab.

Level 66+
Go to hell and start working on getting to baals minions, this is relatively fast to do with parties and a little help from friends. At level 66 you should equip dual jade talons for resistances and at level 71 you should equip your shadow dancer boots and at level 76 put on draculs grasp, from this point off just do baals minions runs to level up.

11.6 Stat Point Distribution

Strength
With the dragon talon skill, strength is the most determining factor when calculation the damage. Therefor strength is now more important than dexterity to this build, the more strength the more damage. I suggest getting strength up around 200'ish, while wearing your items. Your base strength should be around 110-150. This should bring you around 1.2-1.3k dragon talon damage due to a lower amount of dexterity..

Dexterity
In dexterity you should put the amount of points equal to the claw with the highest requirements.

Vitality
All spare points should be spent in vitality, as this is the amount of life you will have in duels. 1 point in vitality is 3 life points for assasins.

Energy
None is needed here.

11.7 Weapons
About claw weapon there is one thing to say, always go for an elite claw. Aim to get a claw with +1-3 weapon block on, this is absolutely the best skill you can get since it lowers the amount of points you'll have to put in weapon block and then you can use the skill points in other places that needs it more.

Magical claw [+3 Shadow Disciplines, extra mods] - {Grade 4-5/5}
These should be used to precast burst of speed, venom and fade. Look for a pair with extra skills on like venom or shadow master.

Fury - {Grade 4/5}
3 Socket Melee Weapons
Jah + Gul + Eth
+209% Enhanced Damage
40% Increased Attack Speed
Prevent Monster Heal
66% Chance Of Open Wounds
33% Deadly Strike
Ignore Target's Defense
-25% Target Defense
20% Bonus To Attack Rating
6% Life Stolen Per Hit
+5 To Frenzy (Barbarian Only)

Nice claw weapon, the mods are like mentioned earlier superb. It's a little expensive to make but great in use.

Suggestion for the weapon to make this runeword in:
Runic Talon's [WSM -30] - Speed. Preferably with +1-3 weapon block.
Suwayyah [WSM 0] - Style. Preferably with +1-3 weapon block.

Malice - {Grade 5/5}
3 Socket Melee Weapons
Ith + El + Eth
+33% Enhanced Damage
+9 To Maximum Damage
100% Chance Of Open Wounds
-25% Target Defense
-100 To Monster Defense Per Hit
Prevent Monster Heal
+50 To Attack Rating
Drain Life -5

A witch-hunters dream, sorceresses and mages for sure doen't like this weapon's mods. A great primary weapon to wield, since then you wont have to think about getting OW from other sources. I suggest this as your main claw.

Suggestion for the weapon to make this runeword in:
Greater/Runic Talon's [WSM -30] - Speed. Preferably with +1-3 Weapon block.

Chaos - {Grade 4/5}
3 Socket Claws
Fal + Ohm + Um
9% Chance To Cast Level 11 Frozen Orb On Striking
11% Chance To Cast Level 9 Charged Bolt On Striking
+35% Increased Attacked Speed
+290-340+% Enhanced Damage (varies)
Adds 216-471 Magic Damage
25% Chance of Open Wounds
+1 To Whirlwind
+10 To Strength
+15 Life After Each Demon Kill

Great claw! Semi-expensive touch though, the magical damage gets added to each kick so with 5 kick it's 1080-2355 extra unresistable damage, the 25% OW and extra IAS is sweet too. Some nice 'glitter' effects with the two chance to casts too.

Suggestion for the weapon to make this runeword in:
Runic Talon's [WSM -30] - Speed. Preferably with +1-3 weapon block.
Suwayyah [WSM 0] - Style. Preferably with +1-3 weapon block.

Bartuc's Cut-Throat - {Grade 5/5}
Greater Talons
Damage: (77-88) To (137-155) (107-121.5 Avg)
Required Level: 42
Required Strength: 79
Required Dexterity: 79
Durability: 69
Weapon Speed: [-30]
(Assassin Only)
+150-200% Enhanced Damage (varies)
Adds 25-50 Damage
30% Faster Hit Recovery
20% Bonus To Attack Rating
5-9% Life Stolen Per Hit (varies)
+20 To Strength
+20 To Dexterity
+2 To Assassin Skill Levels
+1 To Martial Arts Skills (Assassin Only)

Great off-hand claw, the mods on this adds alot of damage to your kicks, very good if you're not in need of resistances.

Jade Talon - {Grade 5/5}
Wrist Sword
Damage: (98-115) To (130-153) (114-134 Avg)
Required Level: 66
Required Strength: 105
Required Dexterity: 105
Durability: 56
Weapon Speed: [-10]
(Assassin Only)
+190-240% Enhanced Damage (varies)
+1-2 To Martial Arts (Assassin Only) (varies)
+1-2 To Shadow Disciplines (Assassin Only) (varies)
+30% Faster Hit Recovery
10-15% Mana Stolen Per Hit (varies)
All Resistances +40-50 (varies)

Another great off-hand claw, if you're lacking resistances this one will for sure make up for it. Doesn't add as many damage mods as bartuc's but defense-wise this claw is the leader.

11.8 Inventory

Your inventory should be filled with these charms. The reason I choose to use 5 martial arts charm is to reach 6 kicks at level 30 dragon talon.

5 Shadow Disciplines skillers with +Life (FHR)
5 Martial Arts skillers with +Life
1 Annihilus unique small charm
9 small charms with life/resist

10.9 Equipment summary

To summarize a little bit, listed below is what I think is some of the best overall setups you could be using. Primary claw is the right hand claw (the one tranfering effects to the kick).

Melee setup number 1, for those who can afford it.
Helm : Crown of Ages 15% PDR "Ber Ber"
Armor : Enigma / Lionheart / Upgraded Duriel's Shell
Primary Weapon : Malice
Off-hand Weapon : Bartuc's Cut Throat / Jade Talon
Gloves : Dracul's Grasp / Souldrainer
Amulet : +1/2 Assasin, >15 stats, allres, dual leech
Ring 1 : mana leech/dual leech, >15 stats
Ring 2 : dual leech, >15 stats / Ravenfrost
Boots : Shadow Dancer
Belt : 15/40 verdungo's hearty cord

Melee setup number 2, a little bit less expensive.
Helm : Crown of Ages / Harlequin's Crest / Vampire Gaze
Armor : Leviathan 25% PDR
Primary Weapon : Malice
Off-hand Weapon : Bartuc's Cut Throat
Gloves : Dracul's Grasp / Souldrainer
Amulet : +1/2 Assasin, >15 stats, allres, dual leech
Ring 1 : mana leech/dual leech, >15 stats
Ring 2 : dual leech, >15 stats / Ravenfrost
Boots : Shadow Dancer
Belt : 15/40 verdungo's hearty cord

Remember to include atleast one +5 replenish life item to counter malice's life drain. With the above setups you'll have 70% FHR from the gear, to reach the 86% break point you should put a shadow disciplines skiller w/ 12% FHR in the inventory together with a 5% FHR small charm.

12. Why not max fade
After having made numerous calculations and had numerous discussions/debates with people about the very much debated fade skill, I have decided to add a complete section on why I chose to leave fade out of option maxing or even spending more than a single point in.

First off, you'd have to sacrifice another maxed skill in order to max out fade. You can choose among these skills.

Dragon Talon
This is not viable leaving at level 1, as it is your main attack.

Dragon Flight
This is probably the most likely to leave at level 1.

Venom
Not viable as it is a source of extra damage for your kicks.

Lightning Sentry
Another option to leave at level 1 and use it solely for its stunning capabilities. But then you'll have even more problems with opponents you have to keep of your tail.

From the above the only skill you can sacrifice is dragon flight, now I'll augment why this is a bad idea.

1) Dragon flight easily reaches 2.5-3.5k+ damage, add 0.5-1k+ poison damage to this and 50-100% open wounds and you got a lethal attack. Even the initial damage can take out 20-35% of an opponents life supply, which is quite alot for an initial blow.

2) The resistances from fade is easily gained from other sources. The calculations of resistances without fade is done below.

3) Physical resistance is also gained fairly easily, it will be easier for a claw/claw to reach maximum resistances while harder toreach 50% PDR and vice versa for a weapon/shield kicker.

4) You will be able to obtain both maximum physical resistance and elemental resistance with a level 1 fade, without sacrificing any gear.


I order to be able to gain maximum resistances, and by this I'm heading for maximum resistances in hell, you will need 100% + 75% (+15%). The extra 15% in paranthesis is for reaching 90% resist all. In total an amount of 175-190% resist all is needed.

12.1 Weapon/shield resistances with low level fade

With a level 1 fade your resistances can look like this.
Precast claws : +6 Shadow Disciplines (Potentially +12 Fade with +3 Fade on each claw)
Andariel's Visage : +1 Shadow Disciplines
Amulet : +2 Shadow Disciplines

In all +9 Shadow disciplines and potentially a level 15 Fade. This grants

9-15% PDR
52-60% Resist all

Combined with the other sources of equipment you will gain

Andariel's Visage: 70% Poison resist, -30% Fire resist
Stormshield : 60% Cold resist, 25% Lightning resist
Anya quests : 30% Resist all
Annihilus : 20% Resist all
Guardian Angel : 10% higher maximum resist all
Fade Slvl 9-15 : 9-15% PDR, 52-60% Res all
Um in Guardian Angel: 15% Resist all
Um in Andariel's Visage : 15% Resist all
Um in Stormshield : 22% Resist all
Resist all small charms : 45% Resist all
Verdungo's Hearty Cord : 10-15% PDR

In total this will result in

54-65% PDR
Fire resistance : 169-177%
Cold resistance : 259-268%
Lightning resistance: 242-250%
Poison resistance : 269-278%

In hell mod this will leave you with a 69-77/90/90/90 Resist all. Fire is neglected a little bit but this can be compensated for by using a few small charms with +11% fire resistance or just socketing Andariel's visage with a Ral to make up for the -30% Fire resistance.

12.2 Claw/claw resistances with low level fade
With a level 1 fade your resistances can look like this.
Precast claws : +6 Shadow Disciplines (Potentially +12 Fade with +3 Fade on each claw)
Crown of Ages : +1 Shadow Disciplines
Shadow Charms : +10 Shadow Disciplines
Amulet : +2 Shadow Disciplines
Shadow Dancer : +2 Shadow Disciplines

In all +22 Shadow disciplines and potentially a level 28 Fade. This grants

22-28% PDR
65-68% Resist all

Combined with the other sources of equipment you will gain

Crown of Ages : 20-30% Resist all, 10-15% PDR
Anya quests : 30% Resist all
Jade Talon : 50% Resist all
Crown of Ages : 30% Resist all
Annihilus : 20% Resist all
Guardian Angel : 10% higher maximum resist all
Fade Slvl 20-26 : 20-26% PDR, 64-67% Res all
Um in Guardian Angel: 15% Resist all
Um in Crown of Ages : 30% Resist all
Resist all small charms : 45% Resist all
Verdungo's Hearty Cord : 10-15% PDR

In total this will result in

42-58% PDR
246-262% Res all

This overshoots the mark you want to hit by 71-87% Resist all for the 175% Resist mark and by 56-72% Resist all for the 190% mark. so you can even leave out an Um rune or two while using fade.

12.3 Conclusion on fade
From the above calculations it should now be obvious that maxing out fade is a complete overkill. If you want to use fade and find it nessesary for one reason or another, keep in mind that you can easily go with a level 1 fade. The sockets that the Um runes take up will probably not be used for alot of other stuff since neither ED nor MAX/MIN damage affects dragon talons damage. There can be a slight problem reaching 7/2 FPA, but this too can be done with maximum hell resistances, I refer to fuzzbox IAS table (http://www.purediablo.com/characters/assassin/ias.shtml) to find the apropriate amount of IAS needed .

13. Why max venom
Anoter controversial skill is venom, there have been alot of debate about wether to use this skill or not. From my experiences it's a very powerful skill and should be maxed, my augments for this are

- Not every one has maxed poison resistances.
- Using venom might force people with low poison resistance to max them out and neglect other equipment.
- Venom easily reaches over 700 poison damage dealt in 0.4 seconds.

Even though people has high poison resistance, venom will still add a small amount of damage, and therefor be a damage dealer in the overall picture since you will kick around 5-6 times per attack. Another reason is that a kicker will need all the extra damage that can be added to the kicks.

14. Maxed mind blast or one maxed trap
This section is aimed toward the weapon/shield kicker build, since only they will have to suffer from this. Due to the fact that it has become severely harder to level up past level 85, I have decided to write a section about the topic.
When facing the balance between a maxed trap or maxed mind blast one is before a hard choise. As everyone knows a high level mind blast is crucial to any stunlock and a low level mind blast around 5-8 simply wont cut it. You need at least a level 11 or higher mind blast in order to keep the lock and have time to recast mind blast while placing new traps. A lower level mind blast will cripple your abilities to do this alot unless you have a high faster cast rate.

As a weapon/shield kicker, when you reach level 85-88 you haven't got enough points to have a high level mind blast and a high level trap at the same time, if you want both you have to go around level 95 or higher in order to have a decent level mind blast. For traps there is no middle way, either max them or leave them at level 1. Mind blast however can go with a mediocre level and still be very efficient.

The advantages of a high level trap is that it will do higher damage and give you an easier time on the characteres where you'd rather not do face to face with them, even if they are in stunlock. The disadvantage is in order to gain a high level trap you will be left with a low level mind blast and have to be effective and very fast while dealing with you opponent in stunlock. The downside of this is, that while you're attacking with dragon talon which takes ~12-17 frames to complete a full attack, the traps might run out of ammo or the mind blast will stop its effect. This leaves you basically defenseless as you probably wont have another shot on re-obtaining your stunlock.

The advantage of a high level mind blast is that you will have a much easier time attacking your opponent while still being able to re-cast traps and mind blast. However chosing a high level mind blast will leave you with a harder time on the characters you don't want to come close to and you have to run a higher risc on attacking them as you will have to stunlock them and the hit them with open wounds. This means that you will have to get close to them and then move away again, moving away will lower your chance of blocking an attack (unless you're walking away) and you will be an easier target.

In the end the decision is upto you, it all depends what you want and what your skills are with PvP. If you very good at stunlocking and at keeping the lock while attacking i would suggest a high level trap, that is if you can handle it. Otherwise i personally think it would be smarter to max out mind blast. My suggestion is that you start out by practicing with a low level mind blast before putting points in it, if you able to work fine with that head for the trap.

The reason claw/claw kickers wont have to face this hard choise is that they by 'nature' is equipped with a high level mind blast from alot of shadow disciplines charms and skill gear, therefore they will have sufficient high mind blast to work proberly.

15. Thanks to
If I missed out on someone on this list and you'd contributed (or think you have ;)) please let me know and I'll see to it.

Chippydip's Skill Info (http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html).
D2items.com skill planer for patch 1.10 (http://www.D2items.com/skill.html).
Fuzzbox's IAS Table (http://www.purediablo.com/characters/assassin/ias.shtml).
DiabloII.net (http://www.purediablo.com).
The people around the Statistics forum for supplying informations on breakpoints and skills. (http://www.rpgforums.net/forumdisplay.php?f=13).
The people around the assasin forums. (http://www.rpgforums.net/forumdisplay.php?f=15).
All the people who helped with advice/comments/suggestions to this guide.
Jrichard for alot of useful info.
Naliworld for stickying this guide and for extra info about bladeshield.
Areat Summit (http://www.battle.net/diablo2exp).
Stats.DiabloII.net (http://stats.purediablo.com/calcs/wspeed.shtml).
Funpop for alot of useful input and rethinking of the build.
HellBoundName for alot of questions and rethinking of the build.
Chaos9 for making me think a bit about a few things, mainly fade.
Skythe for some info on mods for belts.
FAQ thread at the assasin forum (http://rpgforums.net/showthread.php?t=128208).
 
How bad is SM now? I really want to max it out, i'm going to be mostly PVM, not PVP. Does it do okay in pvm? I really like the idea of having hirelings follow me around(and yes I already have a necro:P).
 
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