Re: WW Ghost Assassin Guide V2.0
I think I can still get most of these.
First off I see you use fury. Don't you feel that hitting paladins (hammers) if not some fools is extremely weak (you can kill them, but it takes ages). Same goes with barbarians (which you can't kill with basic setup).
This guide is designed to be "budget friendly". Fury is easier as a starting claw if you can't afford a Fools.
However, he does suggest a fools to replace a fury for, like you said, paladins and barbs. His example of a sample Venom ghost runs a fools as a main rather than fury. Not sure why the phys says fury, though if your ED% on it is high enough, it's definitely usable.
Secondly, is a normal Fools GT/RT (logically assuming you change claws for these duels) with 2 soc(UmUm) 20ias enough for such a duel, will it lack some physical damage (such claws with 200+ed are nearly impossible to find, I'm still trying ).
Yes, but only if you're WSM bugging with a Suwayyah. That'll require 19% IAS on your runic / Greater, so the natural 20 covers it. Being a GT/RT, it automatically hits the 4 frame WW as well.
And yes, unless you get the high ED ones, it's often best to have a little swap to venom with shadow GC swaps and drain them.
I don't know if you use angelics and sacrifice tele mobility (fcr ring for angelic) for any chance of hitting them.
Unless specified with that person to go non enigma, he wouldn't, and he isn't the person to recommend it either. Angelics adds AR by the truck loads, but is a very inefficient way of doing so.
With a sample, average build, Fury should hit ~5K AR or so as an effective min. With fools, this can jump to 10+ as a min. The 5K will hit basically any caster (except Hdins), and the fools can hit high defenses (10K is a bit low, but will hit barbs, smiters more easily, but will naturally be hard against Hdins).
Vs all chars, you want the mobility, so enigma is a must. Fools is, and should always be, the first option when considering for more AR. After that, charms. Rings and amulets shouldn't be changing (he often builds them in and only GM duels anyway).
I know I don't need any skills on the claws if high level (skills into something is just not needed-except in claw mastery which can't spawn I think) but rarely who on europe got claws like this one.
I think the cube method to make something low quality affected the claws that can spawn mods and make them so low, they are able to spawn the low tier skills. This is very rare though.
And also, can you tell me your base stats and how you manage to switch around with it (for example if wear bramble, whats your setup, cause you lose a lot of str right there)
Aside from claw and charms, he doesn't swap much, if any. However, he usually goes for the + stat if you intend to swap like that. Other than claws, nothing will be more than 120. Dancers can get that high, but aren't too needed unless kicking too. Res boots are often better.
ow, to mention the charms, I was wondering are these max charms needed. Each charm 3 max gives 3* (1 + StatBonus(around 2-2.1+) + (187~200) / 100)) = 3*5= 15 max damage. Multiplier is not so big, and I was wondering if these charms really change the outcome of the damage. Considering for example you have 16 SCs*3=48max=> (*5) 240max damage = 40pvp = 20including 50%dr, which improves an average hit by 10 I guess...is it better then pure AR/life charms (more ar, more hit) ?
I've never number crunched them, but have only seen their effects. Some times I go half max/ar/life SCs and can already tell the increase. So, I'm not going to be reliable when it comes to
how much it adds, just that you can tell on something like an ES sorc when her es pops quickly.
What shield you use on cta switch ?
He uses a "Spirit" Monarch.