WW Ghost Assassin Guide V2.0

Kinda.... noob questions

ok, so i love my ghost... but i need to learn some stuff before i can get any better.
1. fools modded claw, is that just a magic claw with the +AR per char level mod?
2. How does WoF stun, im to understand you need to cause 1/12 of a players health to put them into FHR. my WoF traps do like 30 damage in pvp.(Really need some insight on this one i want to understand the mechanics of stunning with WoF)
3. how do i calculate DR from Fade in 1.11b version... its not on tooltip :(
4. dex doesnt boost claw block skill? only points right? and whats max block 60 or 75?

Man if some people can help me on these issues id love u for ever tytytyty
 
ok, so i love my ghost... but i need to learn some stuff before i can get any better.
1. fools modded claw, is that just a magic claw with the +AR per char level mod?
As taken from the Arreat Summit, fools mod gives: + (16.5 Per Character Level) 16.5-1633.5 To Attack Rating / + (0.5 Per Character Level) 0.5-49.5 To Maximum Damage (Based On Character Level) and can appear on either magic or rare weapons.
2. How does WoF stun, im to understand you need to cause 1/12 of a players health to put them into FHR. my WoF traps do like 30 damage in pvp.(Really need some insight on this one i want to understand the mechanics of stunning with WoF)
In combination with Mindblast, WoF stuns very well. Mindblast gives your opponent swirlies above their head which helps put them into their fhr animation. So when your opponent has swirlies from MB, lay some WoF and their FHR will be in effect, creating your stunlock.
3. how do i calculate DR from Fade in 1.11b version... its not on tooltip :(
The sLvl of fade = your DR. So let's say you have 8DR from enigma and you want max (50) DR. That mean's you'll need to cast lvl 42 fade. So that could mean using 9gcs, etc. Prebuffing fade works.
4. dex doesnt boost claw block skill? only points right? and whats max block 60 or 75?
Dex does not boost claw block. Max block for CB is 63 I believe. Anything over that is just completely unreasonable. Aim for slvl 26 CB, which gives you 60% block.
Man if some people can help me on these issues id love u for ever tytytyty

No problem.


 
1. Fool's is an ar/level mod, claws that can carry the mod can be magic (you'll want fool's and quickness mods) or rare something like this.
2. When someone has mindblast swirlies over them, any damage will put them into recovery, 30 damage from wake of fire will certainly do this.
3. One point in in fade confers a passive one point pdr bonus so long as fade is active, so if you cast a level 42 fade, that's 42 pdr right there.
4. Only points in clawblock boost blocking with claws, correct. The practical maximum for clawblock is usually 60. Keep in mind your blocking will drop to zero when running or walking.

Now you can go read the guide. :wink:

edit: holy redundancy, I didn't see that RedemptioN edited the quote too.
 
Hi guys, which of these claws is better? My ghost sin is venom-based

http://xs220.xs.to/xs220/07403/hthtrhtrhrt21212121212.png
#2: http://i144.photobucket.com/albums/r181/l2ecovel2/untitled-1.jpg

edit, one more question -- why don't more people use Bartuc for this build? I'm looking at the stats:

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)

And they have good AR bonus of 20% which would help to compensate for the loss of Fool's AR, it has good damage at up to 200% ed, it has +2 all skills, then big life bonus with +20 str +20 dex, and also more life with 30% fhr so you can use more life skillers instead of fhr.

Now while that is all good, you can get ethereal Bartuc and then upgrade to Runic and Zod them... isn't this gg? Like 190%+ eth upped Bartuc's... how could a Fool's mod claw like the ones I've linked be better than Bartuc with all of these good mods? Thanks
 
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Hi guys, which of these claws is better? My ghost sin is venom-based

http://xs220.xs.to/xs220/07403/hthtrhtrhrt21212121212.png
#2: http://i144.photobucket.com/albums/r181/l2ecovel2/untitled-1.jpg

edit, one more question -- why don't more people use Bartuc for this build? I'm looking at the stats:

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)

And they have good AR bonus of 20% which would help to compensate for the loss of Fool's AR, it has good damage at up to 200% ed, it has +2 all skills, then big life bonus with +20 str +20 dex, and also more life with 30% fhr so you can use more life skillers instead of fhr.

Now while that is all good, you can get ethereal Bartuc and then upgrade to Runic and Zod them... isn't this gg? Like 190%+ eth upped Bartuc's... how could a Fool's mod claw like the ones I've linked be better than Bartuc with all of these good mods? Thanks
i believe that stuffing a fools claw with a rare +2sin mod is a little bit overrated. the reason venom sins use fools is to mitigate the AR problem, which works fine because they aren't focused on physical damage any way. that being said, the reason why people suggest using magical fools/quickness claws is because you can 2x Um rune it for open wounds, which makes your ghost much much stronger. (sacrificing 25% open wounds isn't worth the +2 skills in my opinion; you could, of course, try and find a +2 sin rare fools claw with ias the 2 sockets...)

as for your claw choice, i wouldn't really use either of them. they're both too slow and have no open wounds, which is idealy what your fools claw should be adding in terms of damage. if you're using those rare claws for the physical damage, you will probably benefit most from a setup change, in which case you won't need the shael and will be able to at least 1x um the first claw.

the second claw is pretty worthless sadly, though it has some pretty cool mods.

as for the bartucs, its not really a good choice because it doesn't address the problem that your primary claw slot is meant to address. the reason why you are using fools is for the massive +AR, which helps to mitigate the low AR resulting from using 9 shadow gcs. Bartucs just doesn't add enough AR from the +skills and +dex to make up for it (the +20% AR gets added to the huge amount of +AR% you get from mastery, which means it doesn't do very much). if you don't need the AR from fools however, a fury will suit your purposes much better.

don't underestimate the power of open wounds. :wink3:



 
i believe that stuffing a fools claw with a rare +2sin mod is a little bit overrated. the reason venom sins use fools is to mitigate the AR problem, which works fine because they aren't focused on physical damage any way. that being said, the reason why people suggest using magical fools/quickness claws is because you can 2x Um rune it for open wounds, which makes your ghost much much stronger. (sacrificing 25% open wounds isn't worth the +2 skills in my opinion; you could, of course, try and find a +2 sin rare fools claw with ias the 2 sockets...)

as for your claw choice, i wouldn't really use either of them. they're both too slow and have no open wounds, which is idealy what your fools claw should be adding in terms of damage. if you're using those rare claws for the physical damage, you will probably benefit most from a setup change, in which case you won't need the shael and will be able to at least 1x um the first claw.

the second claw is pretty worthless sadly, though it has some pretty cool mods.

as for the bartucs, its not really a good choice because it doesn't address the problem that your primary claw slot is meant to address. the reason why you are using fools is for the massive +AR, which helps to mitigate the low AR resulting from using 9 shadow gcs. Bartucs just doesn't add enough AR from the +skills and +dex to make up for it (the +20% AR gets added to the huge amount of +AR% you get from mastery, which means it doesn't do very much). if you don't need the AR from fools however, a fury will suit your purposes much better.

don't underestimate the power of open wounds. :wink3:

I see.. thanks for the info. I could get a magical 40 ias, fool's claw really easily but my concern is the lack of ed%. So you're saying the fact that I'm Venom-based would make the loss of 250-300% ed from the rare claws negligible?

While we're here, I wanted to post my setup options and ask what you think / any suggestions / etc.. I'm on US East Ladder. This one is a lil different setup:

Helm: +3 shadow disc, 20 fcr, 2os (ber + ber)
Armor: mp enigma
Mesh belt: 24% fhr, 9% open wounds, +21 str, +24 life
Rings: raven, fcr ring +40 life, 70 mana, 67 ar
Ammy: +2 sin with 15 fcr (need to get this)
Charms: 19/20 torch, high anni, gc's so far: 34, 37, 40, 40, fhr (will get 2 more fhr, 2 more lifers)
Claw main: 40 ias, fool's magical w/ 2 um (gt or runic i guess)
Claw secondary: chaos, +3 venom
Trang glove
Boots: Shadow dancers, +2, 2x dex
FCR bp: 65 (20, 20, 10, 15)
FHR: 86 (24 belt, 30 boots, 3x fhr gc)
PDR%: 8 armor, 16 helm, lvl 26 fade (+22 skills, 4 pts base) = 50

What this setup does is save a lot of skill points from putting in Fade to use in a gg Shadow master that will tank, be immune to elemental attacks, and use insane mind blast, and it also gives 86 fhr bp instead of 48.

Skill pts (lvl 91, 103 points): 20 venom, 20 claw mastery, 20 mind blast, 20 Shadow master, 4 Fade, 1 Weapon Block, 1 WoF, 1 Blade Shield, 1 Blade Fury, 6 in Prereqs
Total: 94, with 9 points remaining (for???)

+ Str: 20 base, 19 torch, 20 anni, 21 belt, 68 enigma: 148 (so 19 points in str for shadow dancers)
+ Dex: 20 base, 19 torch, 20 anni, 20 raven, 2x shadow dancers (so maybe 15-20 pts in dex for -15 reqs Widowmaker)

What do you think?

edit, hmm I just realized that my IAS for trap laying may be too low?? If so, I could just shael the circ and put those extra 9 skill points into Fade I guess?


 
First of all, shael in weapons will provide ias (putting one in the circlet will yield 20 fhr). An ias jewel in the helm could do the trick; try and get one with other mods to cover any areas you're lacking in (from the looks of it you might need some additional resists).

As far as other skills, a point in lightning sentry could be useful for aiding in lockups (two wof's and three ls's being the accepted standard here). I'd also recommend a point in death sentry just for leveling; I put hard points into it for the synergy on my hybrid and have been using it constantly in leveling. You may want to put a couple more points in weapon block too if you're not quite at 60% (this depends on gear too, with the shadow circlet and 'dancers you might be ok there). If you're comfortable using kicks, a point or two to get a three kick dragon talon sequence is also an option. Otherwise a point in dragon claw will be useful for matchups against bone necros especially.

Just as an aside, I also used a shadow discipline circlet and 'dancers on my ghost, if I had a second +3 venom mod on my fury she'd have been field casting venom at level fifty. Needless to say you're on the right track in regard to the shadow skiller/higher venom damage route (as opposed to a more physical damage oriented ghost). Lastly, don't worry about writing novels, 'sins are wondefully (horribly?) complex builds; there're so many options when it comes to using circlets, amulets, and especially claws that each is pretty much as unique as the builder. :wink:
 
First of all, shael in weapons will provide ias (putting one in the circlet will yield 20 fhr). An ias jewel in the helm could do the trick; try and get one with other mods to cover any areas you're lacking in (from the looks of it you might need some additional resists).

As far as other skills, a point in lightning sentry could be useful for aiding in lockups (two wof's and three ls's being the accepted standard here). I'd also recommend a point in death sentry just for leveling; I put hard points into it for the synergy on my hybrid and have been using it constantly in leveling. You may want to put a couple more points in weapon block too if you're not quite at 60% (this depends on gear too, with the shadow circlet and 'dancers you might be ok there). If you're comfortable using kicks, a point or two to get a three kick dragon talon sequence is also an option. Otherwise a point in dragon claw will be useful for matchups against bone necros especially.

Just as an aside, I also used a shadow discipline circlet and 'dancers on my ghost, if I had a second +3 venom mod on my fury she'd have been field casting venom at level fifty. Needless to say you're on the right track in regard to the shadow skiller/higher venom damage route (as opposed to a more physical damage oriented ghost). Lastly, don't worry about writing novels, 'sins are wondefully (horribly?) complex builds; there're so many options when it comes to using circlets, amulets, and especially claws that each is pretty much as unique as the builder. :wink:
Thanks for this great reply :grin:


 
I see.. thanks for the info. I could get a magical 40 ias, fool's claw really easily but my concern is the lack of ed%. So you're saying the fact that I'm Venom-based would make the loss of 250-300% ed from the rare claws negligible?

While we're here, I wanted to post my setup options and ask what you think / any suggestions / etc.. I'm on US East Ladder. This one is a lil different setup:

Helm: +3 shadow disc, 20 fcr, 2os (ber + ber)
Armor: mp enigma
Mesh belt: 24% fhr, 9% open wounds, +21 str, +24 life
Rings: raven, fcr ring +40 life, 70 mana, 67 ar
Ammy: +2 sin with 15 fcr (need to get this)
Charms: 19/20 torch, high anni, gc's so far: 34, 37, 40, 40, fhr (will get 2 more fhr, 2 more lifers)
Claw main: 40 ias, fool's magical w/ 2 um (gt or runic i guess)
Claw secondary: chaos, +3 venom
Trang glove
Boots: Shadow dancers, +2, 2x dex
FCR bp: 65 (20, 20, 10, 15)
FHR: 86 (24 belt, 30 boots, 3x fhr gc)
PDR%: 8 armor, 16 helm, lvl 26 fade (+22 skills, 4 pts base) = 50

What this setup does is save a lot of skill points from putting in Fade to use in a gg Shadow master that will tank, be immune to elemental attacks, and use insane mind blast, and it also gives 86 fhr bp instead of 48.

Skill pts (lvl 91, 103 points): 20 venom, 20 claw mastery, 20 mind blast, 20 Shadow master, 4 Fade, 1 Weapon Block, 1 WoF, 1 Blade Shield, 1 Blade Fury, 6 in Prereqs
Total: 94, with 9 points remaining (for???)

+ Str: 20 base, 19 torch, 20 anni, 21 belt, 68 enigma: 148 (so 19 points in str for shadow dancers)
+ Dex: 20 base, 19 torch, 20 anni, 20 raven, 2x shadow dancers (so maybe 15-20 pts in dex for -15 reqs Widowmaker)

What do you think?

edit, hmm I just realized that my IAS for trap laying may be too low?? If so, I could just shael the circ and put those extra 9 skill points into Fade I guess?
just wondering, if you still have yet to get your 2/15fcr ammy (which seems to be the reason why you are building it this way), why not just go with the tried-and-true venom ghost setup?

losing that much physical damage on a claw is usually ok to do on a venom sin, since you don't actually capitalize on having the nice meaty claw without DS from highlords. the reason why i suggest sticking with GT's is because of the lower dex reqs, meaning you can pump more vita to compensate for the use of gcs over scs, which is worth the trade in physical damage in my mind.

as for the build, maxing shadow master is something i don't recommend. after lvl 17, the shadow is already immune to the elements, and no matter how high you pump it, it won't tank physical characters that much more. with all your +shadow equipment, shadows will be a decent level already, and you won't really notice the damage increase (you shouldn't be using the shadow for damage anyway). the amount the shadow MB's is based on your point allocations into MB, independent of the level of your shadow master. put the extra points into fade when you take out the ber's from your helm, and you can pump claw block a little bit more/get dtalon/dclaw.

p.s. you can get away with 30% ias on the fools if you 15%ias socket the helm and use 2x gt's (the bp is 42% ias). that remaining socket in the circlet should go to a jah instead of a shael, as a jah + fhr charms will give you more life than shael + life charms.

First of all, shael in weapons will provide ias (putting one in the circlet will yield 20 fhr). An ias jewel in the helm could do the trick; try and get one with other mods to cover any areas you're lacking in (from the looks of it you might need some additional resists).

As far as other skills, a point in lightning sentry could be useful for aiding in lockups (two wof's and three ls's being the accepted standard here). I'd also recommend a point in death sentry just for leveling; I put hard points into it for the synergy on my hybrid and have been using it constantly in leveling. You may want to put a couple more points in weapon block too if you're not quite at 60% (this depends on gear too, with the shadow circlet and 'dancers you might be ok there). If you're comfortable using kicks, a point or two to get a three kick dragon talon sequence is also an option. Otherwise a point in dragon claw will be useful for matchups against bone necros especially.

Just as an aside, I also used a shadow discipline circlet and 'dancers on my ghost, if I had a second +3 venom mod on my fury she'd have been field casting venom at level fifty. Needless to say you're on the right track in regard to the shadow skiller/higher venom damage route (as opposed to a more physical damage oriented ghost). Lastly, don't worry about writing novels, 'sins are wondefully (horribly?) complex builds; there're so many options when it comes to using circlets, amulets, and especially claws that each is pretty much as unique as the builder. :wink:
i'm going to assume hes going to be playing the ghost as a pvp char only (they're absolutely terrible in pvm however you tweak it), so i wouldn't recommend putting points into death sentry. i think he's making a pure ghost so he won't need the death sentry as a synergy.

lightning sentry is very much a personal choice. i've never found a need for it, and anyone that says to use 2wof + 3ls probably hasn't dueled with a ghost (no offense to anyone); its impossible (and totally inefficient) to get 5 traps on somebody before whirling. any gaps in stun provided by 1-2 wof will be covered by your 4frame whirls. trying to stun someone 100% before starting your whirls is just slowing down your game.



 
40% IAS Fool’s Modded Greater Talons (2 Um’s) [primary]
Pretty hard to find so Fury in GT is the next best thing? or is there another claw?
Following the Venom Oriented Ghost
 
40% IAS Fool’s Modded Greater Talons (2 Um’s) [primary]
Pretty hard to find so Fury in GT is the next best thing? or is there another claw?
Following the Venom Oriented Ghost
the reason why i suggest venom sins use fools claw is that it solves the low AR problem. you can always switch to fury if you want, but you may have a hard time hitting opponents. if you don't have trouble making contact, then go with the fury, but if you do, try and stay with a fools, as thats what its there for.

if you can't find a fools GT of quickness (swiftness will work as well), you could always WSM bug, and then you'll only need to find one with 10 IAS if you use a jewel in your helm, or 20% if you don't want to use that jewel.

shopping hell anya is a pretty good way to try and find one of those claws.



 
Swiftness is 30ias right?
Hm..
If I use fury on a venom, I'll have trouble hitting barbs and paladins right? Will I be able to hit others well or no?
I've been constantly trying to shop for those claws for a hour now. Closest is 40ias, no fools but ed/ar and venom GT. Second closest is 10ias fools GT.
Kinda off topic, but is there a certain level to be able to shop these fools claw at anya?
 
Swiftness is 30ias right?
Hm..
If I use fury on a venom, I'll have trouble hitting barbs and paladins right? Will I be able to hit others well or no?
I've been constantly trying to shop for those claws for a hour now. Closest is 40ias, no fools but ed/ar and venom GT. Second closest is 10ias fools GT.
Kinda off topic, but is there a certain level to be able to shop these fools claw at anya?
with a fury, you won't have much more AR than you have right now. caster defense usually ranges from 2-5k, and if you think you have enough AR to hit those (you should have at least 5-6k), then go ahead and use a fury. but like you said, when you're dueling paladins and barbs, you'll want a fools for sure, or a bramble/angelics setup.

i'm not sure about the level req on shopping from NPC's. someone in the statistics forum might be able to help.



 
here you go marcus:

Code:
WSM from Bugging
				Inv Right		
		10	0	-10	-20	-30
	10	10	-5	-20	-35	-50
	0	15	0	-15	-30	-45
Left	-10	20	5	-10	-25	-40
	-20	25	10	-5	-20	-35
	-30	30	15	0	-15	-30
 
Nice guide tienje, like your hybrid zon guide... really great!!

I need some help with claws.. i'm gonna use fury and chaos (looking for a fools against hi-def chars) and my gear will be based on theses claws..

GT, 3MB, 1Weapon block
Feral 2Venom, 1DF, 1MB
both white...
what should i do with them? if keep, what RW should i make in wich one?! and wich one should i use on left hand?
with theses am i able to reach the necessary BPs? using what gear?
sorry, im really noob with sin and my english sux...

tienje can u show us ur claws?

thnx =D
 
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