WW Ghost Assassin Guide V2.0

Venom Damage

Hey Tien, I saw the screenshot of your character screen, and you venom damage is unreal. Is that from 3/20/20's or what?
 
Hey Tien, I saw the screenshot of your character screen, and you venom damage is unreal. Is that from 3/20/20's or what?
well my damage comes from the 3/20/20's and the fatty claw i use, as well as the venom (though 9 shadow gc builds should have more venom than i do). if i remember correctly, i used a small buff (bramble) to cast venom in that picture. usually, 9 shadow gc builds have more damage than physical builds (like my sin) on the character screen. when i duel normally, i have a little bit over 4k damage on my chaos claw, of which ~60% is physical.

you shouldn't worry about your damage though. if you have the proper items, you'll be just fine.



 
I dont know if you want to put this, but the ideal Helm would have a visionary mod on it (%ar Based on lvl). only one has dropped this ladder but its freaken bad
 
Need some strategy advice, I find myself not casting WoF at all and just MB, tele whirl alot against almost every class. every time i try to MB to WoF and back to MB, the trap doesnt go off in time and the target is outa range when it is activated. Any advice on what im doing wrong? i dont have much trouble against anyone without casting the traps, but figure maybe i'd have even less trouble against classes. Also, i have a really high dmg 40 ias Fools Rare runic with an Um socketed, and a lower dmg runic fury. with the rare i hit 14k AR. was wondering if i should just lose the fury and stay with the fools all the time? sorry its so long and thanks in advance
 
Need some strategy advice, I find myself not casting WoF at all and just MB, tele whirl alot against almost every class. every time i try to MB to WoF and back to MB, the trap doesnt go off in time and the target is outa range when it is activated. Any advice on what im doing wrong? i dont have much trouble against anyone without casting the traps, but figure maybe i'd have even less trouble against classes. Also, i have a really high dmg 40 ias Fools Rare runic with an Um socketed, and a lower dmg runic fury. with the rare i hit 14k AR. was wondering if i should just lose the fury and stay with the fools all the time? sorry its so long and thanks in advance
you should cast the wof as soon as you see them on screen, and then hold MB down until the trap makes contact with them; the traps won't hit if you don't hold them in place with MB while it fires. you should always try to use the corners of your screen, so that it makes it harder for them to see when you are in range and have a lock.

the claw selection depends on your build. are you a 9 shadow gc ghost? whats your ar with the spirit? DS?



 
yea im 9 shadow GC ghost, 10x AR/20 life SCs. Not sure what spirit and DS your refering to. maybe its just really late and i cant think straight
 
lmfao, with the fury its like 6-9k which is really sub par for anything dealing with an opponent with defense.
stick with fury vs casters, and pop on the fools vs paladins/barbs. the extra physical damage that your rare fools gives you probably isn't worth the OW and DS% that you lose when you replace fury. i actually recently got my hands on an eth self-repair fools/cruel runic fury, and was going through the same thought process, though after dueling a few times, i found that the fury actually did more damage (max damage charms + DS% made up for the difference in claw damage). i only use the rare eth fools when i need the AR, even though its so sexy.



 
In regards to the Wake of Fire NextDelay thing:

There's fairly solid evidence that NextDelay doesn't function in PVP, at least not the same way it works in PVM. For example, Tornado has a 25-frame (1 second) NextDelay. If NextDelay functions as expected, a Wind Druid would be able to damage you exactly once a second with their Tornadoes, which would theoretically limit their damage to about 1.3K a second with perfect gear against an opponent with no DR. Anyone who's been telejumped by a windy knows that damage-per-second is absurdly low.

Also, see how fast a Strafing PVP amazon can destroy someone who telejumps them, despite the 4-frame NextDelay of Strafe.

Also, see how well a Ghost or fire trapper can lock down an opponent with a few Wake of Fires. :D

I dunno if that changes your recommmendation on how many WoFs to throw before attempting to WW, but there it is.

-PPR
 
In regards to the Wake of Fire NextDelay thing:

There's fairly solid evidence that NextDelay doesn't function in PVP, at least not the same way it works in PVM. For example, Tornado has a 25-frame (1 second) NextDelay. If NextDelay functions as expected, a Wind Druid would be able to damage you exactly once a second with their Tornadoes, which would theoretically limit their damage to about 1.3K a second with perfect gear against an opponent with no DR. Anyone who's been telejumped by a windy knows that damage-per-second is absurdly low.

Also, see how fast a Strafing PVP amazon can destroy someone who telejumps them, despite the 4-frame NextDelay of Strafe.

Also, see how well a Ghost or fire trapper can lock down an opponent with a few Wake of Fires. :D

I dunno if that changes your recommmendation on how many WoFs to throw before attempting to WW, but there it is.

-PPR
i've noticed the ~1 second delay with tornados, though it seems that limit is only for each individual tornado. like you said, when there is more than one tornado, they definitely hit more than one time per second. i've seen firsthand that characters don't get stunned by 5 wof as much as 5 LS, which to the best of my knowledge, does not exhibit the NextDelay feature. i've looked at the stun animations of the char sitting in the traps, and it does seem to occur only at ~4 frames. having a ghost lock down so well doesn't mean that the 4 frame NextDelay doesn't exist though, considering that most FHR animations average ~5 frames.

i'm not sure why these two skills exhibit different NextDelay features, but i wouldn't put it past blizzard to have them tuned a little bit differently per skill.



 
I've actually wondered if maybe it's just capped in PVP. 25 frames for Tornado would be much too long for PVP, but perhaps 4 frames for WoF is reasonable.

Someday I'll get around to modding an open character to have 100% CTC Hydra when struck, and see just how many Hydras pop up when someone Strafes me after I've teleported on top of them. I'd just need a willing Strafer.... Meh. Someday. :prop:
 
I've actually wondered if maybe it's just capped in PVP. 25 frames for Tornado would be much too long for PVP, but perhaps 4 frames for WoF is reasonable.

Someday I'll get around to modding an open character to have 100% CTC Hydra when struck, and see just how many Hydras pop up when someone Strafes me after I've teleported on top of them. I'd just need a willing Strafer.... Meh. Someday. :prop:
leave it to blizz to make things overly complicated :shocked:



 
I thought it was established ages ago that the most solid lock is x2 wakes and x3 LS, and that it was also established that no one ever gets that many traps on a good caster in practice, and it's best to tele ww with 1 or 2 wakes down.
 
I thought it was established ages ago that the most solid lock is x2 wakes and x3 LS, and that it was also established that no one ever gets that many traps on a good caster in practice, and it's best to tele ww with 1 or 2 wakes down.
yea, i think thats still true. the nextdelay means wof can't hit faster htan once every 4 frames, but LS doesn't have that limit, so filling the rest of the 5 trap limit with LS after WoF maxes out will give you the most possible stun.



 
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