RedemptioN
New member
Imo 5 Charged Bolt Sentries And Just Go Ape**** With Ww.
Zzzzzzzzzz caps
Zzzzzzzzzz caps
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
i did the same thing, hence the edit + 1 liner :azn:edit: holy redundancy, I didn't see that RedemptioN edited the quote too.
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...)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:
Thanks for this great reply :grin: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:
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?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?
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.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:
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.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
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.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?