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

Well, since you don't have any defense boosting skill or likely items that do that, I doubt like 200 extra defense on your armour is really gonna matter in dueling.
 
DarctypeNRG said:
Hi
First off, great guide. Its the most thorough and in-depth i've ever seen.
I can't wait to try this char in pvp
I have one question though: What armour would u recommend for Lionheart? I've read some arguments about the fact that, since there is no defense bonus, breast plate would allow you to make the most out of it (for twinked chars i think...) Others say that every bit of defense is good, so Archon Plate, boneweave, scarab husk, dusk shroud are good choices.
These opinions are from the zon forum, as far as i remember, so this could be from a bowazon perspective.
What is your recommendation?
Thnx in advance :)
Thanks alot :)

For lionheart i personally recommend any elite light armor (light = no run penalty). But really, as it doesn't have any % defense bonus and as elite armors will hardly go beyond 600 defense, i don't see that 500 defense could matter alot when most opponents have 15k+ AR.

Personally i use a dusk shroud for the looks ;)
 
TheZealot said:
whats the best armor for kicker?
I'm not intending to sound rude here, so if I do, i'm sorry. But why don't you go ahead and read the guide, it's all explained in thorough detail within the guide, including optimal setups etc.

But to satisfy your question: Enigma or Lionheart. Personally i prefer Lionheart as it grants only slightly less damage but more life.
 
u said c/c obtain resis easiler than c/s, i find that is bs, unless u use 2 jade talon, which is no good compare to 2 tuc. for armor i think lionheart is works pretty good
 
TheZealot said:
u said c/c obtain resis easiler than c/s, i find that is bs, unless u use 2 jade talon, which is no good compare to 2 tuc. for armor i think lionheart is works pretty good
Actually it is true that c/c obtains resistances easier.. a quick calc here.

C/C Resists
50% Jade
30% Anya
30% Lionheart
30% Crown of Ages
Result = 140% from "base" gear and 90% without Jade

C/S Resists
30% Anya
30% Lionheart
-30% Fire Andariel's Visage
70% Poison Andariel's Visage
25% Lightning Storm
60% Cold Storm
Result = 30% Fire / 85% Light / 120% Cold / 130% Poison from "base" gear

So actually i'm not saying it because im making BS but im looking at the "base" facts, and using 2 bartuc's would be a whole in the head since you can obtain 100% OW from a Malice claw and need those 100% OW if you don't have it from other sources.
 
eclipsedk said:
Thanks alot :)

For lionheart i personally recommend any elite light armor (light = no run penalty). But really, as it doesn't have any % defense bonus and as elite armors will hardly go beyond 600 defense, i don't see that 500 defense could matter alot when most opponents have 15k+ AR.

Personally i use a dusk shroud for the looks ;)

Hello agn...!
thnx for the tip... I have lionheart in a 403def dusk shroud (i paid 1 lum run for it... i hope that was a decent trade) and im lovin it (yes, the look is great!) :D
and the runes arent too costly to perhaps get a higher def in the future...

nehoo, i have another question:
would you recommend minimizing base dex in order to maximize vit?
I ask this with equipping jade talon in mind. atm i have invested 50 in dex and wit current gear (raven+18, lionheart+15, bartucs+20, and a couple misc. charms for res.+3), its upped to 106. eventually i will throw on annihilus+19 and shadow dancers+20, so i'd have plenty dex for jade talon.
however, perhaps investing some more would be preferable for flexibility (in equipping gear) or perhaps ar? I hope i haven't missed this somewhere in the thread already...:S
also: is there any particular reason u recommend 110-150 str? (anything to do with how the numbers play out w/ the formula, or just a nice range to be in...?)
thnx agn in advance for ur help! :)
 
DarctypeNRG said:
Hello agn...!
thnx for the tip... I have lionheart in a 403def dusk shroud (i paid 1 lum run for it... i hope that was a decent trade) and im lovin it (yes, the look is great!) :D
and the runes arent too costly to perhaps get a higher def in the future...

nehoo, i have another question:
would you recommend minimizing base dex in order to maximize vit?
I ask this with equipping jade talon in mind. atm i have invested 50 in dex and wit current gear (raven+18, lionheart+15, bartucs+20, and a couple misc. charms for res.+3), its upped to 106. eventually i will throw on annihilus+19 and shadow dancers+20, so i'd have plenty dex for jade talon.
however, perhaps investing some more would be preferable for flexibility (in equipping gear) or perhaps ar? I hope i haven't missed this somewhere in the thread already...:S
also: is there any particular reason u recommend 110-150 str? (anything to do with how the numbers play out w/ the formula, or just a nice range to be in...?)
thnx agn in advance for ur help! :)
Wether you're going c/c or c/s i would recommend going for lowest possible amount of dex, while still assuring that you have 75% block (c/s) all the time with all the types of gear. With c/c i can recommand going for lowest possible base dex, it will leave you with slighty less damage and lower AR, but if you can trade that amount of dex for lif and gain AR through other means like skill charms/gear/jewels that would be great.

Just ensure yourself that you have enough base dex to wield all possible gear you'll be using, it's so sad that you end up on level 90 and find out you spent 5 dex points wrong and now your kicker lacks 2-3% block or can't wear that piece of gear you intended.

With the strength it's just a recommended range, my own c/s kicker has ~115 strength base and around 340+ with all gear equipped and is pounding 1,6k kick dmg and still trying to twist her to 1,7k :)
Her life isn't too bad either, without any astunnishing charms besides ~6 small vita charms and 1 annihilus she's having ~1,3k life. I estimated that a kicker can head for ~1,6-1,8k life and still have 1,5-1,7k damage w/o BO.. a perfect BO'ed kicker could reach around 2,5-3,0k life i guess (not tested yet, just an estimation).
 
One last major update, the guide has been through a major grammer and spell checking and should now be almost free of errors. Enjoy reading :)
 
Weapon/Shield and Dual Claw kicker PvP assassin
Patch 1.10

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

2. Breakpoints

3. Advantages
3.1 Weapon/shield build
3.2 Dual claw build
3.3 Dual claw or weapon/shield build

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

5. Dual claw or weapon/shield build
6. Explanation and clarification of dragon talon
6.1 Important notice about off-hand claw when dual wielding
7. Attack types blocked by weapon block

8. Dragon talon and special effects
8.1 Open wounds
8.2 Deadly strike and critical strike
8.3 Crushing blow

9. Mercenary selection
9.1 Leveling your mercenary

10. Equipment introduction
10.1 Equipment socketing

11. Weapon/shield 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 Weapon
11.8 Inventory
11.9 Equipment/build summary

12. Dual claw build
12.1 Martial Arts Tree
12.2 Shadow Disciplines Tree
12.3 Traps Tree
12.4 Skill/builds summary
12.5 Leveling advice
12.6 Stat point distribution
12.7 Weapons
12.8 Inventory
12.9 Equipment/build summary

13. Why not max fade
13.1 Weapon/shield resistances with low level fade
13.2 Claw/claw resistances with low level fade
13.3 Conclusion on fade

14. Why max venom

15. Maxed mind blast or one maxed trap

16. Strategies and tactics introduction
16.1 Basic player versus player information

17. Weapon/shield strategies and tactics

17.1 Amazon
17.1.1 Jabber / Bow / Lightning Fury
17.1.2 Lightning Fury / Lightning Strike / Charged Strike

17.2 Assassin
17.2.1 Trapper
17.2.2 Kicker
17.2.3 Whirlwind

17.3 Barbarian
17.3.1 Berserk/Whirlwind
17.3.2 Throw/Whirlwind

17.4 Druid
17.4.1 Hurricane aka. wind druid
17.4.2 Fireclaw bear/wolf
17.4.3 Rabies bear/wolf
17.4.4 Fury wolf
17.4.5 Rabies/Fury wolf

17.5 Necromancer
17.5.1 Poison and Bone Necromancer

17.6 Paladin
17.6.1 Smite/Charge
17.6.2 Blessed Hammer/Smite/Low-level charge
17.6.3 Zeal/Charge
17.6.4 Smite/Fist of Heavens
17.6.5 Fist of Heavens
17.6.6 Blessed Hammer

17.7 Sorceress
17.7.1 Meteor/secondary spell
17.7.2 Blizzard/secondary spell
17.7.3 Lightning/secondary spell
17.7.4 Frozen Orb/Thunder Storm

18. Dual claw strategies and tactics

18.1 Amazon
18.1.1 Jabber / Bow / Lightning Fury
18.1.2 Lightning Fury / Lightning Strike / Charged Strike

18.2 Assassin
18.2.1 Trapper
18.2.2 Kicker
18.2.3 Whirlwind

18.3 Barbarian
18.3.1 Berserk/Whirlwind
18.3.2 Throw/Whirlwind

18.4 Druid
18.4.1 Hurricane aka. wind druid
18.4.2 Fireclaw bear/wolf
18.4.3 Rabies bear/wolf
18.4.4 Fury wolf
18.4.5 Rabies/Fury wolf

18.5 Necromancer
18.5.1 Poison and Bone Necromancer

18.6 Paladin
18.6.1 Smite/Charge
18.6.2 Blessed Hammer/Smite/Low-level charge
18.6.3 Zeal/Charge
18.6.4 Smite/Fist of Heavens
18.6.5 Fist of Heavens
18.6.6 Blessed Hammer

18.7 Sorceress
18.7.1 Meteor/secondary spell
18.7.2 Blizzard/secondary spell
18.7.3 Lightning/secondary spell
18.7.4 Frozen Orb/Thunder Storm

19. Thanks to

1. Introduction
Hello, I'm eclipse from the European realm. Since the first day of LOD I have fancied assassins, one of the reasons I fancy assassins 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 assassin in 1.09 but since the new patch have hit the realms a lot 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 super leeching 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 won’t 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 bad manner is and not among common duelers, some things can be discussed whether 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 Abbreviations

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 - Replenish 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 - Base speed

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 nor upgraded gore riders are available I thought of adding this section.

First off I should say that the kicker build won’t 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) Re-roll 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
This is the amount of frames it will take for your character to reach "upright standing" position after having received a successful 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 choice 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 of FCR for kicker assassins
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 assassins 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 standing 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. Dual claw or weapon/shield build
After having been asked the question about which build is the strongest numerous times, I have decided to write this section about it. First of all let me clarify that both build have their strengths and weaknesses. From experience with both build I can now surely say that the best mage slayer build of the two (caster slayer) is the dual claw build.

The dual claw build obtains resistances much easier than the weapon/shield build and has quite high chance of blocking elemental attacks where as the weapon/shield build can't block elemental attacks at all with a shield. The dual claw build's damage is however noticeably lower than the weapon/shield build's. The damage difference is ranged, depending on the build, from 200-400 lower damage which is quite a lot.

The weapon/shield build's advantage in this comparison is that it has the better overall performance and is much more versatile than the dual claw build. The weapon/shield build is much stronger versus melee attackers where the dual claw build is quite weak. The lack of elemental protection is where the versatility comes into the picture, with the weapon/shield build you are able to switch for dual claws and have a lower chance to block elemental attacks but at least it's better than none at all.

To conclude this section, there are only a few words more. If you want a mage slayer and your main goal is to hunt caster characters and have fun with that you should go for the dual claw build, should you however want to duel melee characters and have a decent chance, then you should go for the weapon/shield build as it can hunt both classes with good performance.

6. Explanation and clarification of dragon talon
There is a lot 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.

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

The effects are transferred to dragon talon attack:
X% Life Leech
X% Mana Leech
Elemental Damage
Magical Damage
Chance to cast X on striking
Crushing Blow
Open Wounds
Prevent Monster Heal
Ignore Target Defense
Hit Blinds Target
Hit Causes Monster to Flee
Hit Freezes target
Hit Slows Target

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

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 formulas 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

6.1 Important notice about off-hand claw when dual wielding
When dual wielding claws, the only effects, which are transferred to the kick, are those of the right hand claw; your left, the assassin’s right hand - also referred to as your off-hand claw. Effects on the secondary claw will NOT be transferred to the kick this does also apply to any amount of IAS on the off-hand claw, however IAS from gear will still count to you total IAS when dual wielding.

7. Attack types blocked by weapon block
After patch 1.10 was released weapon blocks abilities was changed a lot, 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 block able and unblock able.

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

8. Dragon Talon and special effects
8.1 Open wounds
In patch 1.10 open wounds have changed a lot, 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 open wounds is to use health potions or replenish life. As replenish life would take insane amounts to counter high level open wounds, health potions are the only way. And in PvP health potions is bad manner, 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; a total of 94.5 damage.
Clvl 30: 42.6 per sec over 8 seconds; a total of 340.6 damage.
Clvl 50: 99.7 per sec over 8 seconds; a total of 797.7 damage.
Clvl 70: 178.8 per sec over 8 seconds; a total of 1430.5 damage.
Clvl 90: 266.7 per sec over 8 seconds; 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.

8.2 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 won’t be necessary to get DS or CS gear, since DS and CS DOES NOT work with dragon talon.

8.3 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.

Crushing 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.

9. Mercenary selection
Mercenaries are a very good idea to use if you're planning on levelling 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 choice 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 a lot of use.

Act I - Rogue Scouts
These are really great in the beginning, granted at a low level they can add a lot 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 won’t last long beyond act II, because they have a high tendency of getting themselves into trouble and dying. Therefore I suggest using them to aid you levelling/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 business, like another group. His might aura gives a small boost to your kick damage but it's not a lot, 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 mercenary a 'low-level' elite pole arm socketed with 'Honor' (Amn + El + Ith + Tir + Sol). This should help him a lot 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 choice
'Crescent Moon' (Shael + Um + Tir)
Use an elite ethereal pole arm for this, REALLY packs a punch.

'Honor' (Amn + El + Ith + Tir + Sol)
Use an elite ethereal pole arm 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 won’t be very long; overall a poor choice.

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

Should you choose 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 won’t 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

9.1 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 play style.

10. Equipment introduction
With patch 1.10 a lot of new items and rune words came together with the 50% PDR cap in PvP. This brought along a lot of new perspectives to the assassin builds, especially with open wounds, crushing blow etc.

I will be doing a rating of 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 an 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 usefulness but can be better.
4 - Quite good item, provides a lot 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 description 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 at least 10-20% mana leech in order to have a 'healthy' mana supply.

10.1 Equipment socketing
When socketing 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
This is a 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 you can afford 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
This rune is very useful to obtain 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 a lot. 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 jewels 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, Enhanced 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 choice 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 godsend, but they aren't fatal. This is the helm you would want to wear vs. characters where you want to keep the distance and use traps; it's also highly advisable vs. casters since you won’t need 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 and 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 poor mans 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 poor mans andariel's visage. Have 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 useful to the dual claw build.

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 levelling. The 35% CB is simply an amazing add to your kill speed. Therefore it receives the high grade, it has absolutely no use for PvP purposes, so don't even think 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. This is a good choice 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 the 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 usefulness when levelling, I thought I’d include this one because of the 25% CB that is very useful when levelling.

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

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

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 a lot 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 kick 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 Duriel'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 choice 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 rune word 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 rune word, only downside is that it's pretty expensive with the Ohm and Sur rune. The mods aren't fantastic but nice, 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 definitely won’t 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 rune word 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 bad manner - 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, 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 opinions, the numbers saying it's BM is just as great as the number that don't. It has 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 strength, 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 choice - myrmidon greaves. These are the only boot class that can give enough damage to your kick.

Gore Rider [30% FRW, 15% deadly strike, 15% crushing 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 same 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 choice if you're non-ladder and don't want to wait until 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 bought for a nickel. 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.

Steelrend [+30-60% ED, 10% CB, 15-20 Strength] - Grade {5/5}
This too is one of the diamonds among gloves; the steep strength requirement isn't to be taken notice of since you will have plenty of strength. A true damage enhancer, use these if you have the mana leech you need and dracul's grasp isn't allowed.

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. These 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 dethroned. 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}
This is 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.

Lidless Wall [+1 Skills, Maximum Mana +10%, 20% FCR, +10 Energy] - {Grade 5/5}
This shield in itself is useless, but if you combine it with a call to arms weapon you have an extra level of battle order which means more life.

Sanctuary [20% FHR, 20% FBR, 20% ICoB, 20 Dexterity, 50-70% Allres, Level 12 Slow Missiles (60 Charges)] - Grade {5/5}
(Ko + Ko + Mal)
If you're one of those types who prefer to wear a shield all the time, even when duelling casters this is a great shield. It adds an awesome amount of resistances combined with a few other useful mods. The most useful mod is however the slow missile charges. If you are allowed to use the charges these work wonders with casters.

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 levelling but for PvP it's most likely BM, not many people think positive when they hear the words chance to 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, up to 8% ML and stats, skills, resistances etc. A good one is dual leech 5-8% ML with 15-20 in strength or dexterity, or combined and +1-2 skills. The downside with these types of amulets is 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 modifier 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}
This ring is favoured by many since there aren’t many CBF sources 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, since 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}
This is a semi-useful ring, I wouldn't choose this over other rings, but the mods are ok for kickers.

Rare single/dual leech [>6% LL, >4% ML, extra mods] - {Grade 3-5/5}
Potentially 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.
 
11. Weapon/shield build
In case a certain skill isn't mentioned below it shouldn't receive 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 won’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 multiplied as with a claw attack.

Dragon Talon - 20 points
This will be your primary attack. It's the fastest attack that assassins 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 stun locked. 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 transportation.

Some would augment that maxing this skill isn't necessary, 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 opponent’s life, especially those who 'fly around the screen' like sorceresses or 'enigma' users. Being hit by a 2.5-3k dragon flight will definitely 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 pre-casting 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 a lot 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 a lot weaker even though it has received a lot better AI. It has lower life and isn't quite the tank it used to be in patch 1.09. I 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 one shot whether it's level 1 or 20.

Psychic Hammer - 1 point
Prerequisite to mind blast

Cloak 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
This is a very useful skill for stun locking opponents, even at low levels. Some augment 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 levelling 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 über skill like it used to be unless it’s pumped full of points, and since you're not a trapper you won't need a lot of points in this one.

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

This is a very useful skill for stun locking opponents, even at low levels. If you do want to use 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 a lot 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[/B]
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 nor 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 transfers up to an extra 500 magical damage which is un-resistible, this is quite a lot even after PvP penalty. The poison will also be transferred 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 a lot during a match since it durates very fast. Whether 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.

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

11.5 Leveling advice
Many would think this build would take a lot of time to level and be a hard nut to crack, since assassin don't deal a lot 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 rider (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 assassin, stash this up. Afterwards buy about 3-5 packs of standard javelins, these will be your weapon of choice until 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 sigon’s 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 cathan’s 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 you should 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 a lot of pain - at least they did to me. Handle them by using 'cloak of shadows' to blind them, then move in and kick away. You should be able to clean at least 50% of 6-8 archer group 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 sanctuary 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 levelling at Baal’s minions; at level 40 equip guilaume’s 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 gore rider and at level 60 atma's scarab.

Level 66+
Go to hell and start working on getting to Baal’s 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 Baal’s 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. Therefore 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 assassins.

Energy
None is needed here.

11.7 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 pre-cast 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)

This is a 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 rune word in:
Runic Talon's [WSM -30] - Reaches the maximum speed very easily.
Berserker Axe [WSM 0] - Style and tradability.
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 rune word 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 tend to run away from you. Socket this one is a WSM -20 to WSM -30 weapon to get enough WSM to reach maximum attack speed. 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 rune word in:
Runic Talon's [WSM -30] - Reaches the maximum speed very easily.
Berserker Axe [WSM 0] - Style and tradability.
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 rune word, 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 rune word in:
Cryptic Sword [WSM -10] - Style.
Berserker Axe [WSM 0] - Style.
War Spike [WSM -10] - Style.
Scourge [WSM -10] - Style.

Beast - {Grade 5/5}
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 rune word, 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 choice if you need to use fade and still need max speeds. Another bonus is the huge strength boost it grants along with another pet and some damage from fanaticism, a great weapon.

Suggestion for the weapon to make this rune word in:
Berserker Axe [WSM 0] - Style and tradability.
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 un-resistible damage, the 25% OW and extra IAS is sweet too. Some nice 'glitter' effects with the two chances to casts too.

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

Doom - {Grade 5/5}
5 Socket Axes/Pole arms/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 rune word, 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 aren’t important to a weapon/shield build. Some consider the aura BM though, keep this in mind.

Suggestion for the weapon to make this rune word in:
Berserker Axe [WSM 0] - Style and tradability.
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 assassin wielding it.

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

Call To Arms - {Grade 5/5}
5 Socket Weapons
Amn + Ral + Mal + Ist + Ohm
+1 To All Skills
+40% Increased Attack Speed
+250-290+% Enhanced Damage (varies)
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+2-6 To Battle Command (varies)
+1-6 To Battle Orders (varies)
+1-4 To Battle Cry (varies)
Prevent Monster Heal
Replenish Life +12
30% Better Chance of Getting Magic Items

Semi expensive rune word but the mods are just awesome; this is probably the best pre-cast weapon you can have if you have enough IAS/FRW/BoS through your other gear. Combine it with a lidless wall to tweak the battle order level one notch up.

Suggestion for the weapon to make this rune word in:
Any low requirement, one handed weapon with 5 sockets.

-100-150% TD Weapon - {Grade 5/5}
6 Socket Weapon
Eth + Eth + Eth + Eth + Um + Um or Eth + Eth + Eth + Eth + Eth + Eth
-100-150% Targets Defense (In PvP -50 to 75% TD)
0-50% Open Wounds

This is a great weapon, which is very useful versus characters that have high defense like were bear druids, paladins and barbarians. This weapon grants you the ability to hit with almost every single kick except for the kicks that gets block.

Suggestion for the weapon to make this rune word in:
Phase Blade [WSM -30] - 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 a lot 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 its place and received a 5/5 grade is that it will become a very useful part of your strategy; 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 its place and received a 5/5 grade is that it will become a very useful part of your strategy; more on this in the tactics section.

11.8 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 and resist/FHR.

11.9 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" / -100% TD Weapon
Shield: Stormshield
Gloves: Dracul's Grasp / Steelrend
Amulet: +1-2 assassin, >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 socketing 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.
 
12. Dual claw build

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

12.1 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 won’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 multiplied as with a claw attack.

Dragon Talon - 20 points
This will be your primary attack. It's the fastest attack that assassins 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 stun locked. 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 transportation.

Some would augment that maxing this skill isn't necessary, 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 opponent’s life, especially those who 'fly around the screen' like sorceresses or 'enigma' users. Being hit by a 2.5-3k dragon flight will definitely make them think twice before getting too close.

12.2 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 pre-casting 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 a lot 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 assassin amulet and 10 shadow disciplines skill charms. Together this is at least 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
Rune wording a claw that has +weapon block on it
+skill equipment

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 received a lot better AI. It has lower life and isn't quite the tank it used to be in patch 1.09. I 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 whether it's level 1 or 20.

Psychic Hammer - 1 point
Prerequisite to mind blast

Cloak 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.

12.3 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
This is a 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 levelling 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 über skill like it used to be unless its pumped full of points, and since you're not a trapper you won't be needing a lot of points in this one.

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

This is a very useful skill for stun locking opponents, even at low levels. If you do want to use 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 nor 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 transfers up to an extra 500 magical damage which is un-resistible, this is quite a lot even after PvP penalty. The poison will also be transferred 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 a lot during a match since it durates very fast. Whether 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.

12.4 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 levelling 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 rider (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 assassin, stash this up. Afterwards buy about 3-5 packs of standard javelins, these will be your weapon of choice until 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 sigon’s 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 cathan’s 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 a lot of pain - at least they did to me. Handle them by using 'cloak of shadows' to blind them, then move in and kick away. You should be able to clean at least 50% of 6-8 archer group 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 sanctuary 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 levelling at Baal’s minions, at level 40 equip guilaume’s 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 gore rider and at level 60 atma's scarab.

Level 66+
Go to hell and start working on getting to Baal’s 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 dracul’s grasp, from this point off just do Baal’s minions runs to level up.

12.6 Stat Point Distribution
Strength
With the dragon talon skill, strength is the most determining factor when calculation the damage. Therefore 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 assassins.

Energy
None is needed here.

12.7 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 need it more.

Magical claw [+3 Shadow Disciplines, extra mods] - {Grade 4-5/5}
These should be used to pre-cast 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 rune word 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 doesn’t like this weapon's mods. Great primary weapons to wield, since then you won’t have to think about getting OW from other sources. I suggest this as your main claw.

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

Call To Arms - {Grade 5/5}
5 Socket Weapons
Amn + Ral + Mal + Ist + Ohm
+1 To All Skills
+40% Increased Attack Speed
+250-290+% Enhanced Damage (varies)
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+2-6 To Battle Command (varies)
+1-6 To Battle Orders (varies)
+1-4 To Battle Cry (varies)
Prevent Monster Heal
Replenish Life +12
30% Better Chance of Getting Magic Items

Semi expensive rune word but the mods are just awesome; this is probably the best pre-cast weapon you can have if you have enough IAS/FRW/BoS through your other gear. Combine it with a lidless wall to tweak the battle order level one notch up.

Suggestion for the weapon to make this rune word in:
Any low requirement, one handed weapon with 5 sockets.

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 a lot of damage to your kicks, this is a very good choice 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.

12.8 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

12.9 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 / Steelrend
Amulet : +1/2 assassin, >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 / Steelrend
Amulet : +1/2 assassin, >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 at least one +5 replenish life item to counter malice's life drain. With the above setups you'll have 70% FHR from the equipment; 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.

13. 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
This is 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 opponent’s life supply, which is quite a lot for an initial blow.

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

3) Physical resistance is also gained fairly easily; it will be easier for a claw/claw to reach maximum resistances while harder to reach 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 parenthesis is for reaching 90% resist all. In total an amount of 175-190% resist all is needed.

13.1 Weapon/shield resistances with low level fade

With a level 1 fade your resistances can look like this.
Pre-cast 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% Resist 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.

13.2 Claw/claw resistances with low level fade
With a level 1 fade your resistances can look like this.
Pre-cast 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% Resist 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% Resist 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.

13.3 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 necessary 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 a lot 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 appropriate amount of IAS needed.

14. Why max venom
Another controversial skill is venom, there have been a lot of debate about whether 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 over 0.4 seconds.

Even though people has high poison resistance, venom will still add a small amount of damage, and therefore 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.

15. 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 and maxed mind blast one is before a hard choice. As everyone knows a high level mind blast is crucial to any stun lock and a low level mind blast around 5-8 simply won’t 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 a lot 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 characters where you'd rather not do face to face with them, even if they are in stun lock. 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 stun lock. 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 shots or the mind blast will stop its effect. This leaves you basically defenseless as you probably won’t have another shot on re-obtaining your stun lock.

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 choosing 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 risk on attacking them as you will have to stun lock 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 up to you, it all depends what you want and what your skills are with PvP. If you very good at stun locking 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 won’t have to face this hard choice is that they by 'nature' is equipped with a high level mind blast from a lot of shadow disciplines charms and skill gear, therefore they will have sufficient high mind blast to work properly.

16. Strategies and tactics introduction
Below you'll find the strategies and tactics for the kicker build. I have divided the tactics into two sections, one concerning the weapon/shield build and the other, the dual claw build. However the dual claw build will only contain equipment setups as the strategies are the exact same, the only difference is that the dual claw build is quite less efficient versus melee builds while being slightly more efficient versus caster builds.

It's important that you understand that all the tactics below are based on my own personal experiences and are by no means a sure way to win a match. You should develop and evolve you own tactics and strategies that fit you style of play, the ones you find below should only be considered as guidelines.

The gear listed for each strategy is what I find to be the optimal equipment for duelling a specific build. Should you have other means of handling this, please feel free to do so.

One should also notice that I might be using enigma but I don't encourage the use of the teleport skill granted by it. The armor is ONLY chosen for the modifiers. A few of the strategies will include notices about fighting enigma teleporting users, but as many thinks this is bad manner, the strategies won’t be thorough.

Some strategies includes the use of a -100% target's defense weapon, more information on this weapon can be found in section 11.7. The reason is mainly that some characters have so great amount of defense that even with enormous amounts of attack rating, you'll have trouble hitting them often enough.

The last thing to mention about this is socketing of equipment, I will only be mentioning socketing of a piece of equipment if it is absolutely vital to your performance. Modifiers like cannot be frozen etc. is up to you to obtain.

16.1 Basic player versus player information
Stun lock
Stun locking is obtained through the use of mind blast. When you cast mind blast a white swirl will appear over the targets head for a limited amount of time. As long as this swirl is over the opponents head, each successful hit - that be elemental or physical - will force the opponent into a recovery animation. This is extremely useful since it slows down your opponent and prevents him/her from doing other animations.

Remember that other build also utilize open wounds
Even though this build utilize open wounds a lot, you must not forget that other build will also utilize this and it is just as lethal to you as it is to them to be inflicted with open wounds.
 
17. Weapon/shield strategies and tactics
17.1 Amazon
After patch 1.10 was released amazons have become noticeably weaker, not because their arsenal have been weakened but because many other classes have gotten stronger. Most amazons won’t hold ground versus kickers for very longer, as kickers are superior to the in many ways. However skilled amazons can pose a potential threat.

17.1.1 Jabber / Bow / Lightning Fury
Amazon advantages
- Ranged attack.
- High elemental damage.
- Guided attack.
- ITD attack.
- Interruptible attack.

Amazon disadvantages
- Low defense.
- Render them defenseless if swapping to bow.

The gear
- Andariel's Visage.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Dracul's Grasp / Steelrend (if you're using malice).
- Stormshield.
- Upgraded Gore Rider / Shadow Dancer (if you're using malice).
- Chaos / Doom / Kingslayer / Fury / Beast / Azurewrath "Um" / Malice / -100% TD Weapon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

General info
Topping your resistances is vital versus this type of amazons, they have very powerful poison and lightning attacks while also having potentially dangerous fire and cold attacks, and however the last two aren't that dangerous. They will be fast moving in most cases and be able to dodge attack which will be your toughest problem.

Your main strategy versus these amazons will be to dodge their lightning fury and guided arrows while trying to put them in a stun lock and bring them down. A thing you should be aware of is that it is a bad idea to attack an amazon right on, in a face to face duel without stun locking. The reason to this is their jab attack which is uninterruptible and in some cases very powerful.

This type of amazons aren't hard targets to get a hit on, they usually have low defense and tend to be the defensive part in a duel due to their ranged attacks.

Elemental arrows
These aren't too hard learning to dodge, run in a zic-zac pattern or circular pattern at a distance, without being too predictable. Changing direction often, will keep you off their aim and you aren't likely to get hit.

Lightning fury
It is vital that you learn to dodge their lightning fury attacks since these always hit and can't be block, while dealing a good amount of damage. Refer to elemental arrows for ways of dodging lightning fury javelins.

Guided arrows
These are the hardest part to dodge as they will be homing toward you. The best way to dodge them is either placing a minion between you and the arrows or using corners and structures to hide behind. Be aware that if you are too close to the corners the arrows will hit you since they can move around small corners.

Multishot volleys
These are the easiest of the mentioned to dodge, you will most likely see the volley coming toward you before it hits. Turn around and run in the opposite direction, if you have a decent amount of run speed you shouldn't have troubles outrunning multi shot volleys.

Strategies
Stun lock / Hit and run
This tactic isn't too useful if the amazon is using guided arrows. The trick is to stun lock the amazon and then dragon flight in to inflict open wounds; and then run around letting her the amazon bleed. Proceed this until the target is down.

However this can quickly get you killed if the amazon is using guided arrows. As you can't out run these, you are likely to get a volley of 3-5 arrows after you if you run for it without having the amazon locked down. This is potentially very dangerous to you.

Stun locking
This is definitively the best tactic as it provides you cover to hit the amazon, the only downside is the fact that the amazon has an uninterruptible attack. Use lightning sentries to lock her down initially if the amazon is running around, then use wake of fire sentries to lock her for good. After this you will dragon flight in and kick her to death. Should this leave you wounded due to a high damage jabber it is best to leave the situation and try the hit and run tactics.

Catching the amazon off-guard
This requires some 'clairvoyance' in when the amazon will switch to her bow attack. If you are able to predict this, it is almost certain that you will kill her during this move.

The strategy is to run toward her dodging whatever attack she's using, which is probably a javelin attack as you're acting aggressive and she needs her blocking then. Start running away pretending you won’t be attacking, this will in many cases cause her to swap for her bow and start shooting arrows in your direction. However there is a small 'time-gap' between the amazons swap and being able to attack you. In this gap you will dragon flight her and start kicking. This leaves her virtually defenseless, except for her dodging. If this attack is successful the amazon will either be killed or left severely wounded.

Trapping
If you have a high level trap this is one of the safest way to kill a javelin using amazon. Lock her down or chip her life away. I suggest using lightning sentry for this.

17.1.2 Lightning Fury / Lightning Strike / Charged Strike
Amazon advantages
- Ranged attack.
- High elemental damage.
- Guided attack.
- ITD attack.
- Interruptible attack.

Amazon disadvantages
- Low defense.
- Render them defenseless if swapping to bow.

The gear
- Andariel's Visage.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Dracul's Grasp / Steelrend (if you're using malice).
- Stormshield.
- Upgraded Gore Rider / Shadow Dancer (if you're using malice).
- Chaos / Doom / Kingslayer / Fury / Beast / Azurewrath "Um" / Malice / -100% TD Weapon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

General info
These are the rarest type of amazons but also the most dangerous; they have huge lightning damage and can kill you in a few attacks if they are successful. However they suffer from the weakness that they haven't got an uninterruptible attack.

Like the hybrid variant, this type of amazon suffers from a low defense but their main advantage is huge lightning damage. The best way to handle this type of amazons is by using stun locking.

Strategies
Hit and run
This is probably the least efficient way to bring this type of amazon down, but if you wish to use this, I refer to the strategy with bow/javelin amazons with the slight difference that they haven't got a guided attack.

Stun locking
This is the most efficient way of locking the amazon down, they are very vulnerable to being locked down and kicked since their primary attack isn't uninterruptible, however they do have a jab attack which is uninterruptible, so beware of they have a strong jab attack, then the hit and run tactic could be very useful.

If you are fighting in a stun lock and they switch for jab and start jabbing, take care to run away since they have a longer range then you and they will switch for heir lightning attack once you start moving away.

Closing in on the amazon
This type of amazon is best closed in on, by first stun locking them and then dragon flightning them, as they will be throwing lightning fury javelins your way once you start moving toward them.

17.2 assassin
Assassins come in many variants, and they have grown even stronger since the new patch. Now they range from whirlwind assassins to super-synergized trappers dealing over 6k damage per trap. All these new types of assassin are very deadly if you don't watch your moves. In this section I will be doing a separate intro for each build, since their strengths and weaknesses vary a lot.

17.2.1 Trapper
Assassin advantages
- High elemental damage.
- Efficient stun lock.

Assassin disadvantages
- No physical damage.
- Most likely to have a single-element damage source.
- Damage can be absorbed (Won't utilize this through these strategies).
- Vulnerable to stun lock.
- Low defense.

The gear
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Shadow Dancer.
- Steelrend.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

General info
Generally these types of assassins are divided into two sub categories, the skilled and the beginners. The beginners won’t bring you much trouble as they in most cases are poor at stun locking, poor manoeuvring and poor tactics. However the skilled trappers are very lethal.

Your main goal is to never stand still and always be one step ahead of the trapper, while dodging their shots. When you’re facing trapper there isn't much room for mistakes. Especially not if you're duelling a skilled trapper. Another very important aspect of duelling vs. a trapper is to keep your resistances maxed in the element/elements that the trapper uses.

Strategies
Hit and run
This is not the most advisable tactic versus a trapper as it will almost in all cases result in a portion of damage to you and the risk of bringing you into a stun lock. However if the assassin is a poor stun locker you can resort to this method, use a malice weapon and dragon flight to trigger open wounds, the best way to ensure a clean open wound is to stun lock the trapper first or place some traps to chase her around and make her run to lower her blocking.

Stun war
Your second alternative is this, which is by my experience the most efficient one.

Your goal is to get within screen length of the trapper, the start of by mind blasting her as the trapper will probably do the same to you. After mind blast the trapper will most likely start placing traps around you, while mind blasting.

After you have started the stun war it is important that this is performed fast, since if you get stun locked you won’t last for long - even with high resistances. Right after you have placed a wake of fire sentry / lightning sentry, beside the trapper you dragon flight. Since her traps are now a screen length away and you are right beside her, she's more vulnerable.

After dragon flighting her you must place 2-3 wake of fire sentries and a few lightning sentries, the lightning sentries will prevent her from running away in a straight line from you and the wake of fire sentries will keep the trapper pinned to the ground. After achieving the stun lock you must start kicking her.

The trapper escaped your stun lock
If the trapper escapes your stun lock it is vital that you keep following her, start shooting mind blast and lightning sentries at her while you're dragon flighting her. This will prevent her from having time to recover and re-place traps.

Escaping a stunlock
Should you get into a stun lock, then it is vital that you escape it as fast as possible. The best way is to either target the trapper and dragon flight her, or dragon flight her shadow.

However if you have enough run speed and hit recovery you can make the run for it, this is far more easy when being locked by lightning sentries then if you're locked by wake of fire sentries.

Luring the trapper into the trap
You should always let the trapper be the aggressor and wait for her to make a faulty move. Keep at distance and use your map to determine her location. Lure her to you and try putting her into a stun lock before she's able to return the favour. Don't ever aggress on a trapper as they will have all the advantages on their side.

If the trapper is playing you defensive your best option of making her move is either to run close to her position and put out some lightning sentries and force her to run or place a shadow master next to her, this will in some cases make the trapper become jittery.

Teleport hybrid
As all teleport hybrids, this is the most dangerous. Your best option of beating such assasins is luck mixed with dragon flight. Wait for the assassin to come to you as most teleport hybrids act very aggressive. When she comes for you, dragon flight her and start to stun lock her, after that kick her. This will most likely not be successive in the first attempt but rather make the trapper take the run for it. If she does so, don't follow her but stick to your strategy and let her come for you.

17.2.2 Kicker
Assassin advantages
- Refer to section 3.

Assassin disadvantages
- Refer to section 4.

The gear
- Andariel's Visage.
- Lionheart / Enigma.
- Verdungo's Hearty Cord.
- Stormshield.
- Upgraded Gore Rider.
- Dracul's Grasp.
- Chaos / Doom / Kingslayer / Fury / Beast / Azurewrath "Um" / -100% TD Weapon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

General info
These are the exact copy of yourself; they have all the same advantages and disadvantages as you. When facing other kickers the outcome of the match usually depends on the following factors. The weapons, amount of life, damage, stun lock skills and a little bit of luck if you're equally skilled.

Your main strategy will be relying on stun locking your opponent before he/she can do the same to you.

Strategies
Stun war
The stun war tactics versus kickers are much like those versus a trapper, therefore the following strategy will in many ways look like the one versus trappers. There is however one main difference, make sure that you always walk around! Lowering your blocking will be fatal in such duel and is often the mistake made by many.

Your goal is to get within screen length of the kicker, the start of by mind blasting her as the she will probably do the same to you.

After you have started the stun war it is important that this is performed fast, since if you get stun locked first you are the most vulnerable. Right after you have placed a wake of fire sentry, beside the kicker you dragon flight. Since her traps are now a screen length away and you are right beside her, she's more vulnerable.

After dragon flighting her you must place 2-3 wake of fire sentries and the wake of fire sentries will keep the kicker pinned to the ground.

After achieving the stun lock you must start kicking her, if you have a good stun lock on her and you're equally equipped and have equal damage and life you will win if you don't screw up in some way.

Face to face
Some prefer this method rather than the above; the name of the strategy says it all. However make sure you walk around so you can have max block all the time, when you see the kicker coming toward you must dragon flight her and start kicking. The outcome of such match between equal opponents will often rely on luck.

You got stun locked first
If you were the one to get stun locked first, you are in trouble. However you aren't completely lost. Your best option is to mind blast the kicker and the place wake of fire sentries and try to bring her into a stun lock too. If the kicker starts to run follow her with dragon flight, however do not leave the safety of your stun lock area is you have lower life than the kicker, this will just lead to a face to face combat and have you killed fast in most cases.

17.2.3 Whirlwind
Assassin advantages
- Uninterruptible attack.
- Higher damage than you.

Assassin disadvantages
- Can't change direction during whirlwind.
- Very vulnerable to dragon talon once you hit them.
- Low attack rating.

The gear
- Andariel's Visage.
- Lionheart / Enigma / Stone.
- Verdungo's Hearty Cord.
- Stormshield.
- Upgraded Gore Rider.
- Dracul's Grasp.
- Chaos / Doom / Kingslayer / Fury / Beast / Azurewrath "Um" / -100% TD Weapon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

General info
These are probably the most dangerous type of assassin you'll face. They are superior to you by their attack which is very hard to handle. If you are duelling a skilled whirlwind assassin you are likely to be in for a beating. But don't be scared off, they are good but not immortal.

Your main strategy will rely on bringing them into a stun lock and get to kick. Like with kickers it is important that you walk around as you need all the defense you can get.

Strategies
Stun locking
This is the only strategy that I have had luck with versus whirlwinding assassins; they are very hard opponents and should be taken care against.

Forget all about playing aggressive, the whirlwinders will take this part of the match. Your best option is to surround yourself with wake of fire traps and keep your shadow master close to you for confusion purposes.

The whirlwinder is most likely to get the first hit; she will come running toward you and dragon flight, followed by a whirlwind. Once she whirlwind, don't move, but mind blast her and wait until the whirlwinder is out of hitting range then start blasting her with mind blast and wake of fire. Chances are she will spin around and whirlwindind back at you. At this point dodge her and when her whirlwind ends she may get caught in a stun lock. If she does dragon flight to her location and start kicking away. If you catch her standing in a stun lock she won’t last for long, however this is very tricky and hard to get a whirlwinder into.

Using high defense
Another option which could buy you a little room versus a whirlwinder is to use high defense, as they have a low level whirlwind they will suffer from low attack rating unless they have very nice charms or gear tweaked for attack rating.

17.3 Barbarian
Barbarians vary from very hard to surprisingly easy opponents. But one thing is common for all types, they have high life, high defense and are hard to hit. Don't ever try to fight a barbarian face to face as you will loose 99% of all times unless he is a complete and utterly beginner at duelling. Below you'll two types of barbarians usually being played in PvP. Barbarians are one of the hardest type of melee duellers you'll face.

17.3.1 Berserk/Whirlwind
Barbarian advantages
- High life.
- High defense.
- High damage.

Barbarian disadvantages
- Can't change direction during a whirlwind.

The gear
- Andariel's Visage.
- Lionheart / Enigma.
- Verdungo's Hearty Cord.
- Steelrend.
- Stormshield.
- Shadow Dancer.
- Runic Talons 'Malice' / -100% TD Weapon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, stats, dual leech amulet / Metalgrid amulet.

General info
This is the most common type of barbarian around in duelling leagues; they are usually pretty fast and have huge amounts of life, defense and damage. The high defense makes them hard targets as they won’t be vulnerable to dragon flight due to you lesser chance to hit them. Weren't it for the high defense they would be a lot easier.

You main strategy will be triggering open wounds and staying out of the barbarians range. As for vulnerability there are three situations where the barbarian will be vulnerable to your attack, when they are running around and when they are whirlwinding.

Barbarians are hard targets, therefore you should never be the aggressor in a duel, stay defensive and always WALK around if the barbarian is close, so you won’t lower your chance to block. Barbarians will tend to run around and get close to you to whirlwind, the key is to see when this is going to happen and dodge the whirlwind.

Strategies
Hit and run
To inflict open wounds on a barbarian you generally have three chances to hit them

1) When they are running around.
2) When they are coming out of whirlwind.
3) When they are whirlwinding.

Option 1) is to have the barbarian trail you, and keep avoiding his whirlwind attempts. Either get some obstacle between you and the barbarian and dragon flight him while he is moving around the obstacle or simply dragon flight him as he is running towards you. An important thing to remember here is to be in WALK mode when dragon flighting, most barbarians will make an attempt of whirlwinding you right after you land at their side, therefore it's important to have as high block as possible if they happen to whirlwind in the right direction.

Option 2)[/B is when the barbarian comes out of his whirlwind, he will be left "off-guard" in some way for just a little period, his block will be at max and your chances to hit him is slim. Furthermore you have to time this so you hit him exactly when he comes out of whirlwind. Try to predict his whirlwind movements and see when this happens.

Option 3) is while the barbarian is whirlwinding he will be very vulnerable to being stun locked as he can't change direction. This gives you the opportunity to mind blast him and lock him with traps. When he is locked you can dragon flight him and possibly give him a round of dragon talon, this is very risky as some barbarians will start whirlwinding he moment you lock them to get out and you might get hit in this process.

Trapping
If you have a maxed trap this would be your best chance at killing the barbarian. Stay at distance while the barbarian trails you and try to stun lock him.

Two hand or dual sword wielding barbarians
Even though these would seem easy targets they aren't, if they have a high damage sword they can kill you in a few attacks and you will have trouble hitting them as they have high defense. Your best option is hit and run tactics versus this type of barbarian.

17.3.2 Throw/Whirlwind
Barbarian advantages
- High life.
- High defense.
- High damage.

Barbarian disadvantages
- Can't change direction during a whirlwind.
- Vulnerable during double throw.

The gear
- Andariel's Visage.
- Lionheart / Enigma.
- Verdungo's Hearty Cord.
- Steelrend.
- Stormshield.
- Shadow Dancer.
- Runic Talons 'Malice' / -100% TD Weapon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, stats, dual leech amulet / Metalgrid amulet.

General info
This is by far the rarest type of barbarian but also the most dangerous, they will tend to have a fairly weak whirlwind attack and a very strong throw. This leaves them with the ability to play both defensive and offensive.

With this type of barbarian as your opponent you can hardly be allowed to make any mistakes. If you stay at distance they will switch to their double throw and start trying to hole you like a Swiss cheese and if you move in too close they will start whirlwinding you.

Strategies
With mind on the whirlwind strategy I refer to the strategies mentioned at the berserker/whirlwind barbarian as they will act similar, only the throwers whirlwind damage will be lower and weaker.

Your best chances are either trapping the barbarian or catching him off-guard while he is using double throw.

Trapping
The safest way is to trap and stun lock the barbarian, just don't stand still for too long, because even though the barbarian might be affected by stun lock he will still be able to throw now and then, and it won’t take more than a few hits to take you out.

Catching the barbarian off-guard / Hit and run
Stay at distance of the barbarian, approximately 3/4 a screen. Keep running in circles and dodge the barbarians spears/axes being thrown at you. DON'T run in the same pattern all the time, since the barbarian will quickly lure your pattern and nail you to the ground.

If he switches to double throw he will have no chance to block and your only problem will be the chance of hitting him. Therefore take your chances and dragon flight him hoping to inflict open wounds, afterwards WALK away while dodging either his whirlwind or spears/axes. Keep repeating this process to wear him down.

Teleport Hybrid
This is as many characters, the most dangerous variant since teleport can quickly get the barbarian close to you and start whirlwinding, berserking or throwing at you. These are hard to handle and you best shot will be trying to bring the barbarian in a stun lock and inflict open wounds.

17.4 Druid
Druids come in many variants and shapes and they have grown a lot in strength and efficiency to be come a lot deadlier than they were in the previous patch. The most efficient versions are even able to have unblockable attacks with over 13k damage. In this section I will be doing a separate intro for each build, since their strengths and weaknesses vary a lot.

17.4.1 Hurricane aka. wind druid
Druid advantages
- High damage with area of effect.
- Unblock able attack.

Druid disadvantages
- Low defense.
- Low life.
- Only one elemental source.

The gear
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Chaos'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet.

The gear above is dual claw wielding, I chose this setup because, even though you are weapon/shield, you are able to switch to dual claw and use the advantage of being able to block the druids' attacks. Your blocking will be in the 45-50% range but I think it's better to be able to block 45% of the attacks rather than none of them.

General info
These types of druid are usually the aggressor, they know they are doing tremendous damage with their hurricane swirling around them and they have about 1/4th to 1/3rd of screen affected by it. This will most likely make them hunt your down and try to get you within their area of effect. The important part is to not get within this area of effect before you intend to. As they will have no dangerous ranged attacks you can more or less determine when the real fight begins.

You main strategy will rely on a bit of luck combined with timing resulting in a one move kill, because with this type of druid, in most cases you must either kill them in the first attempt or you will be the one who gets killed.

Strategies
Kill the spirit
If the druid is using a spirit, this is very important because of two factors, one it will disturb the druid and force them to recast spirit which will take their attention of your for a short while. Secondly if the druid doesn't recast the spirit it will lower his damage/life.

Spirit of barbs
If the druid is using spirit of barbs you are in for some trouble, this spirit is highly dangerous to kicker assassins. The best way to handle a spirit of barb druid is by my experience either by trapping or using your shadow master to hunt down the spirit. If possible you can kill the spirit yourself; however this will cause some damage to you.

Staying out of range
This is the easiest part of the strategy, just make sure that you are faster running than the druid or you will quickly be caught up with. You main goal is to stay in front of the druid because when they run their area of effect will be slightly behind them.

Should you against all odds be caught up with there is only one way and that is to face them right on and hope for the best result.

Avoiding ranged attacks
A wind druid won’t have many ranged attacks; they have artic blast, twister and tornado to choose from. All of which are slow moving attacks and easily avoidable, if they stop and start firing any of these just run in circles around them while dodging the fire and hope they will burn themselves out of mana, which is very unlikely.

Preparing the attack
Your attack has to be more or less well prepared, the technique I found best is to stun lock them with wake of fire, once they are stun locked and more or less unable to move you dragon flight for them.

Once you're close to them you will be taking damage from their hurricane, this means you have to move fast and kill them. This is best done by kicking away since they are locked they won’t be going anywhere and if they try to run they will get hit more often. However if you haven't got enough life and resist you will die quickly. I find it best using high amount of life and cold resist versus this type of druid.

Trapping
This is ultimately the best way of killing such druid; it keeps you out of range and out of their damage. If you have a high level trap and are able to trap them do so, since it will render you much better chances.

Teleport Hybrid
This can be very hard, as with all teleport versions of casters these are highly dangerous. The way I found best is to wait for them to get close and then dragon flight for them, don't mind trying to stun lock them as they will quickly be gone. If you want to try and stun lock them, your best option is to place lightning sentries all the way around you and wait for them to come close and then fore mind blast on them. Afterwards dragon flight them and kick away.

17.4.2 Fireclaw bear/wolf
Druid advantages
- High damage.
- High defense.
- High life.
- Fast attack.
- Unblockable attack.

Druid disadvantages
- Only one elemental source.

The gear
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Suwayyah/Runic Talons 'Chaos'.
- Dwarfstar if allowed.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet / Metalgrid.

General info
One more type of aggressive druid, these types of druid are very dangerous to get in close combat with, since they have a very fast, unblockable attack. The fireclaw attack in itself deals about 13k fire damage on a good druid and they tend to have tonnes of life. As if this weren't enough they also have high defense.

With this type of druid you won’t survive a close encounter if they aren't in stun lock, and even in stun lock they are highly dangerous opponents, since they won’t have to hit many times to kill you.

The best way to handle this type of druid and this will also be your main strategy is hit and run. Versus this class it can be an advantage to utilize whirlwind, even though both the attack rating and damage will suck it will give much better opportunities of inflicting open wounds, however do watch your step as wrong moves will break your legs.

Strategies
Kill the spirit
If the druid is using a spirit, this is very important because of two factors, one it will disturb the druid and force them to recast spirit which will take their attention of your for a short while. Secondly if the druid doesn't recast the spirit it will lower his damage/life.

Spirit of barbs
If the druid is using spirit of barbs you are in for some trouble, this spirit is highly dangerous to kicker assassins. The best way to handle a spirit of barb druid is by my experience either by trapping or using your shadow master to hunt down the spirit. If possible you can kill the spirit yourself; however this will cause some damage to you.

Hit and run
This is the most useful tactic versus this type of druid, since you don't want them to hit you while you make your move it is best to stun lock them with either lightning sentries or wake of fire. The best result is to stun lock them and once they start to avoid the stun lock dragon flight and try to inflict open wounds, afterwards run away and proceed wearing them down in this way.

Hit and run whirlwinding
This is your secondary alternative, have the druid chase you around and once they start chasing you in a line, spin around and whirlwind through them this will in most cases inflict open wounds and then you proceed like this. A combination with this and the other hit and run strategy is probably the best since the druid will try to lure off your tactics and hit you with wildfire, like when they bash away through thin air and get a single hit.

Trapping
This is your safest alternative. If you have a high level trap I suggest using this to wear down the druid to very little life and then either trap the druid to death or dragon flight for the kill.

Teleport Hybrid
Like all other build that use teleport, this is a dangerous opponent as they can escape and attack very fast. You best chances versus this type of hybrid is keep moving all the time, when you see the druid moving toward you on the map be prepared to dragon flight him once he gets close, after you dragon flight him, whether you hit him or not be sure to run away from him so he doesn't get a shot at you. Another strategy is to wait while standing still and once the druid teleports next to you, to strike, you whirlwind through him and when you come out of the whirlwind you keep moving around.

17.4.3 Rabies bear/wolf
Druid disadvantages
- High damage.
- High defense.
- High life.
- Fast attack.

Druid disadvantages
- Only one elemental source.
- Damage is dealt over time.

The gear
- Andariel's Visage.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Stormshield.
- Shadow Dancer.
- Runic Talons 'Malice'.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet / Metalgrid.

The gear (Optional setup)
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Dracul's Grasp.
- Gore Rider.
- -100% TD Weapon.
- Stormshield.
- Dwarfstar if allowed.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet.

General info
This type of druid shouldn't be the hardest opponent you'll face. They are very rarely seen, at least I have only seen a few of them on the realms. They are much like the fireclaw version of the druid, with the difference that they use huge poison damage.

The rabies version of the druid has the same attack speed as the fireclaw version with the difference that their attack can be blocked. This is of course an advantage to you. Like with the fireclaw druid you should preferably avoid getting hit as a single hit can become very lethal, since this druid can reach beyond 20k damage dealt over ~18 seconds.

Your main strategy versus this type of druid will be like with the fireclaw version, therefore I refer to the strategy versus fireclaw druids.

Strategies
See strategy versus fireclaw druid.

Teleport Hybrid
See strategy versus fireclaw druid.

17.4.4 Fury wolf
Druid disadvantages
- High damage.
- High life.
- Fast attack.

Druid disadvantages
- Low defense.

The gear
- Andariel's Visage.
- Lionheart / Enigma.
- Verdungo's Hearty Cord.
- Dracul's Grasp.
- Stormshield.
- Shadow Dancer.
- Chaos / Doom / Kingslayer / Fury / Beast / Azurewrath "Um" / Malice / -100% TD Weapon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, dual leech amulet.

General info
The legendary druid and the only effective build from patch 1.09 is still being played, however it hasn't gotten any more efficient than the previous patch. These druids are much like the kicker builds except they got a little less speed and some more damage and life.

They tend to be very aggressive and go right for the kill, since they know they are superior in damage to you. Do not ever face this type of druid without having a stun lock on them, you will be killed in all cases unless you're lucky or it's a poor druid player.

You main tactic is one of two, either keep them on distance making hit and run tactics, if you're going for this tactic be sure to use malice. You other option is to rely on stun locking and lock the druid down, beat him for some life and then run away proceeding this strategy.

Strategies
Kill the spirit
If the druid is using a spirit, this is very important because of two factors, one it will disturb the druid and force them to recast spirit which will take their attention of your for a short while. Secondly if the druid doesn't recast the spirit it will lower his damage/life.

Spirit of barbs
If the druid is using spirit of barbs you are in for some trouble, this spirit is highly dangerous to kicker assassins. The best way to handle a spirit of barb druid is by my experience either by trapping or using your shadow master to hunt down the spirit. If possible you can kill the spirit yourself; however this will cause some damage to you.

Hit and run
See strategy versus fireclaw druid.

Stun locking
This strategy is probably the most efficient but also the one that puts you in the highest risk. You must be moving fast than the druid and run off-screen and make him come to you. The way I found best is to place a few lightning sentries up-the-road and once he comes near, you mind blast him, as no traps are visual to him yet or firing he will most likely continue running toward you, then the lightning sentries will fire and you must be quick to lock him down with wake of fire sentries. After this you dragon flight and keep holding the lock while you kick. Should you get wounded for more than 50% life during this process I advice retreating, unless you can see that you're winning. If you run away wounded you have two options, option one is draining the druid for the last life with hit and run tactics or you can try stun locking once more.

Trapping
See strategy versus fireclaw druid.

Teleport hybrid
See strategy versus fireclaw druid.

17.4.5 Rabies/Fury wolf
See Info for both types.

17.5 Necromancer
Necromancers are hard opponents; they are fast moving and have fast catching. Further more their attacks are un-resistible and they easily deal over 1500 damage. This makes a dangerous opponent. Below you'll find the two types of necromancers that are usually played for PvP.

17.5.1 Poison and Bone Necromancer
Necromancer advantages
- Fast running.
- High poison damage.
- High un-resistible damage.
- Bone armor protects them from physical attacks.
- Bone prison is a high risk threat.
- Bone spirits / Bone spears / Teeth sometimes become invisible.
- Teleport for hybrids.

Necromancer disadvantages
- Low defense.
- Lower life than most duelling classes.
- You are able to block their attacks.
- Open wounds penetrate bone armor.
- Magical damage penetrates bone armor.

The gear
- Harlequin's Crest / Andariel's Visage.
- Guardian Angel / Lionheart / Enigma.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice' / Runic Talons 'Chaos'.
- Bartuc's Cut Throat.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, stats, dual leech amulet.

General info
If the necromancer is pure magical damage you don't have to worry about maxing out you resistances, as their damage will be un-resistible anyway. However if they are using poison nova an option would be wearing andariel’s visage if you haven't got maxed poison resistance.

The key is to never stand still and preferably keep yourself out of range until you find a hole to attack in.

The usual necromancer will run around a distance from you shooting stray bone spirits in your direction, be sure that you don't get caught by one and trapped as this 90% of the times will be fatal to you. Also take care that you don't get caught in a bone prison as you will be pinned to the ground unable to move.

Strategies
Getting out of a bone prison lock
If you are unlucky to get locked in a bone prison you must get out as fast as possible. There are two ways to escape a bone prison lock.

1) Destroy the wall.
2) Dragon flight to safety.
2a) Via the necromancer.
2b) Via his minion.
2c) Via the bone wall.
2d) Via your shadow master.

Option 1) is simple, as you can't directly target the wall, stand as close as possible to the wall, hold down shift (or which ever key is bound to stand still and attack) and attack in the wall's direction. Depending on the wall's level, the difficulty you're duelling in, your amount of crushing blow and damage the wall will break fairly easily.

Option 2) has four variants.

First variant, 2a), is targeting the necromancer if he is close enough and then dragon flight him. This is however not the fastest or best way to escape.

Variant 2b) is targeting the minion the necromancer is using and dragon flighting to safety.

Variant 2c) is the fastest way, but a bit tricky since and has a 50/50 outcome. You can 'target' the bone prison without having it 'highlighted'. Do this by hovering the mouse pointer over the wall and then dragon flight out in the thin air. This will cause you to dragon flight and sometimes end up in the opposite side of the wall. This can create a lot of confusion for the necromancer if he is off-screen. This is probably the safest and fastest way to do the escape.

Variant 2d) is the trickiest of them all, and also the hardest to perform in a fast way. It goes like this, pop-up the spell selection menu (or if you have it bound) chose ‘unsummon minion’. Afterwards target you shadow master if she's outside the prison and then dragon flight her, you will do no damage to her but will dragon flight to her location. This should be practiced A LOT before mastering this drill.

Iron maiden
Some necromancer’s fancy using iron maiden versus physical damage attackers, most people recognize this as being bad manner. But however, should you be cursed with iron maiden I suggest swapping to your pre-cast, cast fade and the curse will soon be over. But watch your step because even a low-level iron maiden will kill you once you're attacking.

Bonespear
These are even more dangerous than bone spirit necromancers, they have a much fast attack and it is much faster moving. It deals lower damage than bone spirits, but it is much hard to dodge. The best way to handle bone spears is by my experience to keep a distance and wait for an opportunity to stun lock and strike.

Defensive necromancer
If you're duelling an experienced necromancer he will know that he must stay at distance or he will be an easy target. This they usually do by leaving a gap of more than a screen length between you and him and then spamming teeth in occasional waves or if he sees you moving toward him.

The best way to handle such a necromancer is with patience, since he only has a more or less limited amount of mana he will be drained at some point, the best way to try and drain him is pretending you're charging him forcing him to spam teeth in your direction, while you're escaping the teeth.

Another option is using decoys. If you have either shadow master or a golem granted by a piece of gear you can run just close enough to place it close to him, but in a such way he has to shoot in another direction than yours, this leaves you time to run for him. Be aware that casting shadow master triggers a timer on your dragon flight leaving you unable to dragon flight to his location for a short while.

Slowing down the necromancer
A semi-bad manner tactics which is accepted by some and regarded bad manner by others is to use a sanctuary shield (Ko + Ko + Mal) swap and then cast slow missile on the necromancer, leaving him with VERY slow attacks giving you more time to avoid his magical attacks. Be sure that you have both agreed that this is legit before using this trick.

Closing in for the kill
There are two ways of dealing with a necromancer either hit and run or stay and fight. Option number one is usually the safest. Both are described below.

Hit and run
This tactic is in some ways the safest while putting you in the risk of being bone prisoned. You have to run around the necromancer while he is firing bone spirits and look for a hole, this hole is best created by dragging the bone spirits after you and once they are a distance from the necromancer dragon flight and hope to hit him with open wounds, after this you will run away and let him bleed. Continue this until he is worn down in life.

However should you get caught by him in a bone prison you have two options, either try and escape the lock or dragon flight him and try kill him.

Stay and fight
Option number two is getting the necromancer in a stun lock, dragon flight him and kick away. However this is hard as necromancers are fast running and can usually break a stun lock, another disadvantages is their bone armor which will be protecting them through the first 1-2 series of kicks before it's destroyed. If you choose this option I suggest using a 'Chaos' claw for magical damage as their bone armor won’t protect versus this and will be dealing some initial damage along with open wounds before the armor breaks.

You can either choose to stun lock the necromancer first and the dragon flight or dragon flight and then stun lock. The technique I found best is to mind blast the necromancer, the dragon flight him, place traps a little distance away since he will start running, then mind blast again beginning the lock and obtaining the lock and the dragon flight in for the kill.

Teleport Hybrid
This is by far one of the most dangerous types of opponents they move incredibly fast and are hard targets to get stun locked. The best tactic versus this type is the hit and run tactic described above. Most times you will loose a match versus a teleporting necromancer but they are not impossible to beat, stack up on open wounds and magical damage and you will stand a chance.
 
17.6 Paladin
Like sorceresses were the overpowered cookie cutter build of patch 1.09, so is the paladins of patch 1.10. With their new super synergized blessed hammer they can do 10k+ un-resistible magic damage, with almost no superb gear, and well equipped rich paladins have trouble reaching 15k+ damage.

These are probably the nastiest killing machines you will face, capable of killing most characters in a single hit. However you do have one advantage, as the only build you are able to block their attacks.

17.6.1 Smite/Charge
Paladin advantages
- High defense.
- High damage.
- Stun attack.
- ITD attack.
- ITB attack.

Paladin disadvantages
- You can block smite.

The gear
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR through Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Bartuc's Cut Throat.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

The gear (Optional setup)
- Andariel's Visage.
- Enigma / Lionheart.
- Verdungo's Hearty Cord.
- Dracul's Grasp.
- Gore Rider.
- -100% TD Weapon.
- Stormshield.
- 10% FCR, dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assasin dual leech amulet.

General info
These are very dangerous variants of paladins; they have a nasty stunning attack combined with a high damage initial attack, where the initial attack is very fast.

This type of paladin is in a lot of ways similar to a kicker assassin, they have about the same amount of life, same amount of damage with smite and have a fast initial attack. However they are superior to kicker assassins if you face them right on.

Your main strategy is to get them into a stun lock very fast, keep the stun lock and kick them to death. Often you will find, that if you are both well equipped the match will be pretty even.

Strategies
Stun locking a smiter
This is your best way of having a chance versus smiters. However this isn't easy as paladins move very fast with charge and even fast with vigor and charge.

The way I found best to bring them into stun lock is to surround yourself with wake of fire sentries and one or two lightning sentries, stand with in this perimeter and let the paladin charge you. Now it requires skill to hit the paladin with a mind blast, if you succeed you must immediately start kicking and keep the stun lock, since you will not get a second chance.

Trapping
This is your secondary option if you have a maxed trap; however paladins can easily max out their resistances and that nullifies your damage. I would recommend using stun locking as your primary tactic.

17.6.2 Blessed Hammer/Smite/Low-level charge
Paladin advantages
- High un-resistible damage.

Paladin disadvantages
- You can block smite.
- You can block blessed hammer.
- The paladin must remain stational while casting blessed hammer.

The gear
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR through Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Bartuc's Cut Throat.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

The gear (Optional setup)
- Andariel's Visage.
- Enigma / Lionheart.
- Verdungo's Hearty Cord.
- Dracul's Grasp.
- Gore Rider.
- -100% TD Weapon.
- Stormshield.
- 10% FCR, dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet.

General info
This variant of paladins are much like smiters, they kill by the same means except that they have a semi high damaging blessed hammer. Mostly they will act like smiters but some also play defensive and use blessed hammers to either make a quick kill if you make a wrong move or to keep you on distance.

Strategies
Hammer casting paladin
If the paladin stops to throw blessed hammers you have the perfect opportunity to put him in a stun lock, not many skilled paladins will fall for this. Put the paladin in a stun lock with wake of fire and keep him there until there are no more hammers in the air, afterwards run to the paladin’s south side and start kicking from south-east to south-west. The reason to this is that it will leave you furthest away from where the hammers spawn and with a lesser chance of getting struck by them.

Stun locking a smiter
See strategy versus smite/charge paladin.

Trapping
See strategy versus smite/charge paladin.

Teleport Hybrid
This is probably the most dangerous variant since they can with a single click move to your location and start hammering. If they do this your best chance is either just to kick away and hope you can manage to kill them quickly or run away and try to put them in a stun lock.


17.6.3 Zeal/Charge
Paladin advantages
- Fast attack.
- High defense.

Paladin disadvantages
- Easy to stun lock.
- You are superior in attack speed.

The gear
- Andariel's Visage.
- Lionheart / Enigma.
- Verdungo's Hearty Cord.
- Stormshield.
- Gore Rider.
- Dracul's Grasp.
- Chaos / Doom / Kingslayer / Fury / Beast / Azurewrath "Um".
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

The gear (Optional setup)
- Andariel's Visage.
- Enigma / Lionheart.
- Verdungo's Hearty Cord.
- Dracul's Grasp.
- Gore Rider.
- -100% TD Weapon.
- Stormshield.
- 10% FCR, dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet.

General info
This is the weakest variant of paladins you'll face. Generally you shouldn't experience any real troubles with this variant. However there are skilled and well equipped zealots out there, so mind your step and don't be careless.

Your main strategy will be stun locking the zealot to make your kill. Don't face zealots with out using stun lock as they have higher damage than you and will probably chop you into pieces.

Strategies
Stun lock
This is the tactic you'll be using each time you duel zealots. I have found no other real efficient means to kill them than this. You must keep distance to the paladin and put him in a stun lock with wake of fire sentries. Once he is in stun lock you will dragon flight and keep the stun lock while you kick.

Sometimes this type of paladins will be using charge, consider them as smite/charge paladins and treat them the same way.

Trapping
See strategy versus smite/charge paladin.

17.6.4 Smite/Fist of Heavens
Paladin advantages
- Can lower your resistance dramatically.
- High defense.
- High damage.
- High elemental damage.
- Stun attack.
- ITD attack.
- ITB attack.

Paladin disadvantages
- You can block smite.
- You can block fist of heavens.
- The paladin must remain stational while casting fist of heavens.

The gear
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR through Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

General info
These are dangerous paladins, they will utilize conviction aura to lower your lightning resistance and then kill you with fist of heavens in a few shots. Their other mean of disposing of your is by using smite.

When they are in 'caster' mode with fist of heavens they aren't as dangerous to you as when they are in smite mode.

Your main strategy will be luring them into fist of heavens mode and then stun lock them.

Strategies
Lure the paladin into fist of heavens mode
Your strategy is to lure the paladin into using fist of heavens by keeping a distance to him, many paladins will react to this by switching to conviction aura and start blasting at you. Once the paladin makes this switch you must start stun locking him. Once he is stun locked dragon flight to his location and start kicking away. He will most likely switch to smite mode now and try to smite you to death, however if you dealt enough initial damage you should have the upper hand and be able to kill the paladin.

Smite mode
See strategy versus smite/charge paladin.

Trapping
See strategy versus smite/charge paladin.

Teleport Hybrid
This is normally carried out by going into fist of heavens mode and then teleporting around while shooting fist of heavens at you. The best way to handle this is to either try and stun lock them or dragon flight for them hoping to deal enough damage to be able to kill them once they switch to smite mode.

17.6.5 Fist of Heavens
Paladin advantages
- Can lower your resistance dramatically.
- High elemental damage.
- High defense.
- ITD attack.
- ITB attack.

Paladin disadvantages
- You can block fist of heavens.
- The paladin must remain stational while casting fist of heavens.

The gear
- Andariel's Visage.
- Armor socketed "Ort Ort Ort Ort".
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring / Wisp projector if allowed.
- +2 Assassin, dual leech amulet.

General info
This type of paladin is exactly like the smite hybrid, with the single difference that fist of heavens will deal alot more damage and the paladin can only resort to one elemental damage source.

Strategies
See strategy versus smite/fist of heavens paladin.

17.6.6 Blessed Hammer
Paladin advantages
- High defense.
- High un-resistible damage.
- ITD attack.
- ITB attack.

Paladin disadvantages
- You can block blessed hammer.
- The paladin must remain stational while casting blessed hammer.

The gear
- Andariel's Visage / Harlequin's Crest.
- Enigma / Lionheart.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Bartuc's Cut Throat.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

General info
This is probably the most dangerous of all the mentioned paladin variants. Well equipped they are capable of dealing 15k+ magical damage without problems which is enough to instantly kill you, should you get caught in a blessed hammer storm.

Your main strategy will be to stun lock them combined with a little potion of luck, since these overpowered casters are very hard to handle.

Strategies
Stun locking
This is your only option of having a chance versus blessed hammer paladins. You must keep a distance to the paladin and try to stun lock the paladin, once he is stun locked and the blessed hammers have stopped flying, you run to his south side and start kicking from a south-west to south-east direction.

Paladin charges to your location
Many blessed hammer paladins will try to charge to your location and start blasting blessed hammers, should the paladin try this move on you, don't hesitate to run away. Don't stay and fight since you won’t have the protection of a stun lock.

Trapping
See strategy versus smite/charge paladin.

Teleport Hybrid
This is an even more deadly variant of blessed hammer paladins; chance of surviving a match versus a teleporting paladin who is skilled is near zero. Your best chance is to surround yourself with traps and wait for the paladin to come, hoping to put him in a stun lock before he can fire any blessed hammers. Afterwards just kick and pray for the best.

17.7 Sorceress
Sorceresses are still the great elementalists of Diablo II, but even though they have received an enormous amount of damage through synergies they won’t be the hardest opponents you'll face, actually they will be one of the easier foes. But even so, you must still take care since a few wrong moves will get you killed in an instant.

17.7.1 Meteor/secondary spell
Sorceress advantages
- High fire damage.
- Teleport.
- Fast cast.

Sorceress disadvantages
- Low defense.
- Low life.

The gear
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Dwarfstar if allowed / 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring / Ravenfrost versus cold variants.
- +2 Assassin dual leech amulet.

General info
Since patch 1.10 was released this is probably the most played variant of all sorceresses, they can obtain enormous amount of fire damage and they can kill you in an instant if you don't have good resistances.

When duelling sorceresses you will normally never care about trying to stun lock them, they move too fast and will be gone in an instant before you can make it to stun lock them.

Your main goal versus this type of sorceresses is to dodge meteor showers and fire balls, while waiting for the sorceress to make a faulty move for you to take advantage of.

Strategies
Hit and run
The one running here is actually the sorceress; you will stand still waiting for the sorceress to pass you by with teleport. Once she gets within range you will dragon flight and try to inflict open wounds. This leaves the sorceress very vulnerable, since if she takes the run for it she will continue to loose life and if she stays to pick up the fight, she will most likely be killed.

Dragon flight kill
Once you dragon flight a sorceress you next goal will be to kick her with dragon talon. The instant you land by her side you must try to use dragon talon on her, if you are successful the sorceress will either die or be left severely wounded.

Don't teleport for a sorceress that is standing still
Skilled sorceresses will use this tactic against you; they will act as bait for you. Once you dragon flight to get them they will land a meteor on their spot and teleport away, this will result in you taking huge damage or being instantly killed in many cases.

If the sorceress tries this tactic on you, just keep a distance to her while pushing her around with shadow master or lightning sentries. Don't try to stun lock her as there will be too much fire for you to see if there is a meteor landing at your location.

Never try to run down a sorceress
If you are going after a sorceress, don't ever run. Skilled sorceresses know the exact time a meteor takes to land and will have it land right on the top of your helm.

Hydra
If the sorceress uses hydras to protect herself, your best option is to push her around with lightning sentries. While mind blasting her, this can be done without compromising your own safety. Wait for the sorceress to come out of her hydra cage and once she's in the open you must dragon flight her to either make the kill or to trigger open wounds.

Fireball
If the sorceress is firing fireballs at you, run around her to her south side. This should be fairly easily if you're at a distance of her. Once you're at her south side, you dragon flight to her location. The reason to this is, that if the sorceress was casting fireballs at you in a northern direction you will land in a swarm of fireballs and most certainly be killed instantly.

17.7.2 Blizzard/secondary spell
Sorceress advantages
- High cold damage.
- Teleport.
- Fast cast.

Sorceress disadvantages
- Low defense.
- Low life.

The gear
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring / Dwarf star versus fire variants if allowed.
- +2 Assassin dual leech amulet.

General info
These sorceresses are almost identical to meteor sorceresses except they are using cold damage spells instead of fire. I refer to the tactics and strategies with meteor sorceresses.

Strategies
Hit and run
See strategy versus meteor sorceress.

Dragon flight kill
See strategy versus meteor sorceress.

Don't teleport for a sorceress that is standing still
See strategy versus meteor sorceress.

Never try to run down a sorceress
See strategy versus meteor sorceress.

17.7.3 Lightning/secondary spell
Sorceress advantages
- High lightning damage.
- Teleport.
- Fast cast.
- Auto target attack.

Sorceress disadvantages
- Low defense.
- Low life.

The gear
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring / Wisp projector if allowed.
- +2 Assassin dual leech amulet.

General info
This type of sorceress differs only slightly from the cold and fire variants. They won’t have a 'timed' attack landing after a certain time. Instead they will have a high damage lightning attack and possibly a thunder storm.

Your main strategy will to stay close to your shadow master if they are using thunder storm while waiting for an opportunity to kill her.

Strategies
Hit and run
See strategy versus meteor sorceress.

Dragon flight kill
See strategy versus meteor sorceress.

Keep the shadow master close to you
It is important to keep your shadow master close to you at all times since the sorceress' thunder storm is an auto target attack, it will, however, target your shadow master if she is close to you.

17.7.4 Frozen Orb/Thunder Storm
Sorceress advantages
- High lightning damage.
- Mediocre damage cold attack.
- Teleport.
- Fast cast.
- Auto target attack.

Sorceress disadvantages
- Low defense.
- Low life.

The gear
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring / Wisp projector if allowed.
- +2 Assassin dual leech amulet.

General info
Back in patch 1.09 this was the most played sorceress in PvP. This type of sorceress is still very efficient but doesn't pose as large a threat to assassins any longer, you strategy will be similar to that versus meteor sorceress except that this type of sorceress doesn't have any 'timed' attacks either.

Strategies
Hit and run
See strategy versus meteor sorceress.

Dragon flight kill
See strategy versus meteor sorceress.

Keep the shadow master close to you
See strategy versus lightning sorceress.

18. Dual claw strategies and tactics
18.1 Amazon
18.1.1 Jabber/Bow/Lightning Fury
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Shadow Dancer.
- Steelrend.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.1.2 Lightning Fury/Lightning Strike/Charged Strike
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Shadow Dancer.
- Steelrend.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.2 Assassin
18.2.1 Trapper
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Shadow Dancer.
- Steelrend.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.2.2 Kicker
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR with Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Bartuc's Cut Throat.
- Shadow Dancer.
- Steelrend.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.2.3 Whirlwind
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR with Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Bartuc's Cut Throat.
- Shadow Dancer.
- Steelrend.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.3 Barbarian
18.3.1 Berserk/Whirlwind
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR with Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Bartuc's Cut Throat.
- Shadow Dancer.
- Steelrend.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.3.2 Throw/Whirlwind
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR with Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Bartuc's Cut Throat.
- Shadow Dancer.
- Steelrend.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.4 Druid
18.4.1 Hurricane aka. wind druid
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Chaos'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet.

18.4.2 Fireclaw bear/wolf
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Suwayyah/Runic Talons 'Chaos'.
- Dwarfstar if allowed.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet / Metalgrid.

18.4.3 Rabies bear/wolf
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Suwayyah/Runic Talons 'Chaos'.
- Dwarfstar if allowed.
- 10% FCR, Dual leech ring.
- +2 Assassin dual leech amulet / Metalgrid.

18.4.4 Fury wolf
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR with Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Bartuc's Cut Throat.
- Shadow Dancer.
- Steelrend.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.5 Necromancer
Poison and Bone Necromancer
- Harlequin's Crest / Andariel's Visage.
- Guardian Angel / Lionheart / Enigma.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice' / Runic Talons 'Chaos'.
- Bartuc's Cut Throat.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, stats, dual leech amulet.

18.6 Paladin
18.6.1 Smite/Charge
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR through Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Bartuc's Cut Throat.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

18.6.2 Blessed Hammer/Smite/Low-level charge
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR through Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Bartuc's Cut Throat.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

18.6.3 Zeal/Charge
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR with Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Runic Talons 'Malice'.
- Bartuc's Cut Throat.
- Shadow Dancer.
- Steelrend.
- 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring.
- +2 Assassin, Dual leech amulet.

18.6.4 Smite/Fist of Heavens
- Andariel's Visage.
- Shaftstop / Leviathan or Enigma / Lionheart if you have maxed PDR through Fade.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

18.6.5 Fist of Heavens
- Andariel's Visage.
- Armor socketed "Ort Ort Ort Ort".
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring / Wisp projector if allowed.
- +2 Assassin, dual leech amulet.

18.6.6 Blessed Hammer
- Andariel's Visage / Harlequin's Crest.
- Enigma / Lionheart.
- Verdungo's Hearty Cord.
- Runic Talons 'Chaos' / Bartuc's Cut Throat.
- Bartuc's Cut Throat.
- Upgraded Gore Rider.
- Dracul's Grasp.
- 10% FCR, dual leech ring.
- 10% FCR, dual leech ring.
- +2 Assassin, dual leech amulet.

18.7 Sorceress
18.7.1 Meteor/secondary spell
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Dwarfstar if allowed / 10% FCR, Dual leech ring.
- 10% FCR, Dual leech ring / Ravenfrost versus cold variants.
- +2 Assassin dual leech amulet.

18.7.2 Blizzard/secondary spell
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring / Dwarf star versus fire variants if allowed.
- +2 Assassin dual leech amulet.

18.7.3 Lightning/secondary spell
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring / Wisp projector if allowed.
- +2 Assasin dual leech amulet.

18.7.4 Frozen Orb/Thunder Storm
- Harlequin's Crest.
- Guardian Angel.
- Verdungo's Hearty Cord / Thundergod's Vigor if allowed.
- Steelrend.
- Shadow Dancer.
- Runic Talons 'Malice'.
- Jade Talon / Bartuc's Cut Throat if you have maxed resistances without Jade Talon.
- Ravenfrost.
- 10% FCR, Dual leech ring / Wisp projector if allowed.
- +2 Assasin dual leech amulet.

19. 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 and letting me copy his thread.
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).
WTFisITtoU for helping out on some strategies.
 
eclipsedk said:
Wether you're going c/c or c/s i would recommend going for lowest possible amount of dex, while still assuring that you have 75% block (c/s) all the time with all the types of gear. With c/c i can recommand going for lowest possible base dex, it will leave you with slighty less damage and lower AR, but if you can trade that amount of dex for lif and gain AR through other means like skill charms/gear/jewels that would be great.

Just ensure yourself that you have enough base dex to wield all possible gear you'll be using, it's so sad that you end up on level 90 and find out you spent 5 dex points wrong and now your kicker lacks 2-3% block or can't wear that piece of gear you intended.

With the strength it's just a recommended range, my own c/s kicker has ~115 strength base and around 340+ with all gear equipped and is pounding 1,6k kick dmg and still trying to twist her to 1,7k :)
Her life isn't too bad either, without any astunnishing charms besides ~6 small vita charms and 1 annihilus she's having ~1,3k life. I estimated that a kicker can head for ~1,6-1,8k life and still have 1,5-1,7k damage w/o BO.. a perfect BO'ed kicker could reach around 2,5-3,0k life i guess (not tested yet, just an estimation).

sry for not mentioning that im goin c/c :S
in any case, i plan to create a c/s soon as well :)
thnx so much for the info! i hope i can reach those numbers as well....!
 
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