WW Ghost Assassin Guide V2.0

Re: WW Ghost Assassin Guide V2.0

The 13 from anni wouldn't be that much of a loss anyway.

Life from charms are easier to replace than rebuilding, but as you could see, it's possible to kill with low life.

Once you get used to keys and the strategies, it'll become easier and I hope you'll love the ghost.
 
Re: WW Ghost Assassin Guide V2.0

Tieje or Wiz - I'm really wanting to make one of these since my pvm lite trapper is often having to be too defensive to be fun - aside from the bvbs are you really hurting anywhere else - and has it thoroughly been worth playing?
 
Re: WW Ghost Assassin Guide V2.0

Tieje or Wiz - I'm really wanting to make one of these since my pvm lite trapper is often having to be too defensive to be fun - aside from the bvbs are you really hurting anywhere else - and has it thoroughly been worth playing?
ghosts are pretty well-rounded considering how one dimensional a lot of other pvp chars are, but its definitely does have some weak points. WW barbs are a losing battle, and hdins or v\ts will be tough (really steep learning curve but a pretty fair duel once you get used to dueling them), but thats about it.

ghosts are one of my favorite three chars of all time



 
Re: WW Ghost Assassin Guide V2.0

Thanks for the input - I'm a bit fearful of the ar, but I really have no love for the barbs. My only barb is a rune mule in full ik - not that ik is a good demonstration of what a barb can do, I just could never take the class seriously.

Sins on the other hand easily became my favorite as soon as I got my hands on enigma. Sorcs just lack the toughness I've grown accustomed to with my sins. After making a chaos claw and messing around in the spin, i dig the idea of not only having a chance to block just about any attack - but to even be able to move and attack all in the same action.

Now if I could just think of a good name....

Thanks TienJe!
 
Re: WW Ghost Assassin Guide V2.0

Thanks for the input - I'm a bit fearful of the ar, but I really have no love for the barbs. My only barb is a rune mule in full ik - not that ik is a good demonstration of what a barb can do, I just could never take the class seriously.

Sins on the other hand easily became my favorite as soon as I got my hands on enigma. Sorcs just lack the toughness I've grown accustomed to with my sins. After making a chaos claw and messing around in the spin, i dig the idea of not only having a chance to block just about any attack - but to even be able to move and attack all in the same action.

Now if I could just think of a good name....

Thanks TienJe!
HIGHLY recommend the Ghost ^^

Ar is usually not a problem. Fury Claws help you get roughly 5-7K ar, which is more than fine to hit many casters. Exceptions like hdins or when fighting barbs / pallies require more, and a Fools claw gets upwards of 10+K ar.

Barbs are very hard when shields become a factor of course, but 2x handed are generally more of a half & half battle, depending on Whirl control.


 
Re: WW Ghost Assassin Guide V2.0

can i ask tienJe has there been alot of gear changes on ur ghosts equipment from the first post? if you dont mind could you share them with us
 
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Re: WW Ghost Assassin Guide V2.0

Well she's made - definitely a "more advanced" build than my trapper. I'm still learning to control the WW - mainly because they're making me chase and I'm in a rush to catch up. The easier battles they sit long enough in one place (a second or 2) so that I can land a good tele and start the dod.

Right now I'm really trying to learn the limits of mb and pulling that stunlock with a wof or 2. Most experienced opponents know they need to get out of dodge as soon as they get hit with an mb chain. I've got a runic fury and a greater talon chaos (i know should be at least the other way around) but my damage is about half of what tienje has (at least according to the lcs). How much of a difference do those max damage charms make?
 
Re: WW Ghost Assassin Guide V2.0

First of all , hi and congratz for the nice guilde you wrote there.
Now the troubles.

I have one runic talons 2 venom 2 mb and one greater talons 3 venom.In which of them should i make chaos and fury ?
The Ar problem. With no Ar charms , would it be enough to hit most characters ? Are the +2 skills from maras that important or i can use metal grid.
The ias problem.Runic + greater , will reach max speed ?
The circlet problem : would a 3 shadow 20 fcr 2 sockets be better the a rare one ? Should i look for Ar in the circlet ?
Could use some piece of advice.Thanks.
I've pmed you also , but i think its safer to post here too.
 
Re: WW Ghost Assassin Guide V2.0

I have one runic talons 2 venom 2 mb and one greater talons 3 venom.In which of them should i make chaos and fury ?
I'd go with the Runic Fury since it'll be primary and you might as well have a strong claw going that. The Chaos can be the GT, or another option I'll get too later in this post.

The Ar problem. With no Ar charms , would it be enough to hit most characters ?
Well, 5K to 7K ar is completely fine and will hit many casters most of the time. A "fools" claw can pump this up vs very high def opponents like a barb or a din.

Are the +2 skills from maras that important or i can use metal grid.
Unlike trappers, this is more flexible on + skills, though they are still very good (particularly for venom). Metalgrid can be fine for a big boost in ar. Charms might be a better option, though metal can fit.

The ias problem.Runic + greater , will reach max speed ?
A Runic + GT is a -30 base speed (average of 2x -30) so you'll need 42% ias. The fury will be your main weapon, so 2% ias is required. This guide describes it in great detail, but using a Chaos Suwayyah + Runic Fury and WSM bugging it. This will require 19% ias and will be achieved with Fury's speed. If you can only use the RT + GT, then an IAS jewel is needed in the helm to hit the max trap speed.

The circlet problem : would a 3 shadow 20 fcr 2 sockets be better the a rare one ? Should i look for Ar in the circlet ?
3 shad, 20 cast + sockets is a good enough starting helm. Rares will out do this, especially a 2 sin with the visionary ar%/lvl mod. Great if you can get it, but nothing that will make or break the char. :)


 
Re: WW Ghost Assassin Guide V2.0

If you're using a greater talon fury and runic chaos, you won't need any ias as far as ww is concerned. It's only for the trap laying speed and while its nice to shoot for I wouldn't push too hard to hit it (or just wsm bug, which won't work really if you use runic/greater)

5-7k is fine for your prime targets - its the dins and barbs where ar starts to really be an issue, but in those cases you're already at disadvantage anyway.

I preferred using maras both for resist and for the +2 - not only is the plus two great for your inherent skills, but only all skill items add to non class skills like bo and ww.
 
Re: WW Ghost Assassin Guide V2.0

put chaos in the runic

you want the highest ED% on the claw with the largest base damage
 
Re: WW Ghost Assassin Guide V2.0

Haha @ Dave's avatar. No lie, first time I saw that I thought you were younger than me :/
 
Re: WW Ghost Assassin Guide V2.0

You know, there really is no build as fun to pvp with than a ghost - I just wish paladins and barbs weren't such an issue. I also find it harder to pvp with my pvm trapper since I forget I can't be THAT aggressive.
 
Re: WW Ghost Assassin Guide V2.0

Depending on how well you can control the stun, paladins became less of a problem personally. Some barbs I had a fun time getting close to in terms of just whirling. Controlled whirls make it a very fun one :P
 
Re: WW Ghost Assassin Guide V2.0

Even with the stun, I find better paladins better equipped to escape, whether wsg or better fhr. Basically I gauge a palli's skill level on how long I can survive against them, though gear plays a huge role of course. I have yet to find a fool's claw worth socketing and placing um(s) in, and with the ladder reset on the horizon, I'm just not trying very hard to find one.

Aside from IK barbs I don't see the fights as much fun since they do what we do much better and typically don't stun as well.
 
Re: WW Ghost Assassin Guide V2.0

Well charge helps getting out of stun a lot.

And by barbs I mean bvcs and some bvas.
 
Re: WW Ghost Assassin Guide V2.0

Well charge helps getting out of stun a lot.

And by barbs I mean bvcs and some bvas.

WW their charges.

Random setup I came up with on d2pk for ghost, Dave:

-08 Valk Cham'd
-Enigma
-Chaos Suwayyah 3 Venom/3 MB/3 WB
-Fools (Cruel in stash) Runic Talon 2 Sin/40 Ias/300 Ed/Fools/3 Venom/2 MB/3 Fade/KB Um Lo'd
-Trangs
-24 Fhr/10% OW/30 Str/200 Ed/80 Life Blood Craft Belt
-***Boots
-08 Highlords
-2x 10 Fcr/120 Ar/15 Dex/40 Life/15 Res Rings
-9x Shadow Lifers

4.8k Life
3.7k/4.4k WW (1.6k/2.3k Physical)
50% DR (With 19 pts in Fade)
60% CB (With 3 pts in CB)

I was using Dancers at the time because I forgot about the FHR from belt. So you could use any boots you want and maintain 48 FHR, or you could throw on one 5 FHR SC and hit 86 FHR.




-2-3 Bmanas for Mana
-7-8 20 Life/5 Res


 
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