WW Ghost Assassin Guide V2.0

Re: WW Ghost Assassin Guide V2.0

I *think* i get why it adds like that, but not because of that equation (that actually made it worse XD)


+1 ww to infinity. idk about beyond. I'z scared.
 
Re: WW Ghost Assassin Guide V2.0

I'm thinking about doing this char.Could you please tell me a basic setup for a cheap WW Ghost? As cheat as possible to be effective. I'd love to get the basic setup from you guys and from that move on as I get more rich

And about the physical vs poison... the one which is more effective without much money ;)

Thanks in advance!
 
Re: WW Ghost Assassin Guide V2.0

Low cost is definitely venom. Physical sins will be expensive.



Low budget:



helm = 2sin/2soc magic circ (socket
armor = any enigma, probably BP or something
amulet = low maras
claw1 = suwayyah chaos
claw2 = fury GT
gloves = Trangs
ring1 = low raven
belt = arach
ring2 = any +res ring
boots = something with res (for really low, Tearhaunch lol!)

torch, anni, 9x shadow, 10X res
 
Re: WW Ghost Assassin Guide V2.0

Thanks a lot, that's the exact answet I was looking for
But I have some more questions along the way :)

1. How should I socked the helm? It looks like you didn't finish. What should I put if it's 1soc and what if it's 2soc, cause I'll try to get the better one ;)
2. Do I need to WSM-bug the claws or they're fine without it?
3. Is any more fcr from ring or fhr from boots helpful? Do I have any breakpoints which this build doesn't hit and which I should try to achieve when I get a better gear?
4. This exact setup is able to win some duels, right? :)

Thanks a lot Sass
 
Re: WW Ghost Assassin Guide V2.0

>< forgot I was going to add that later XD

Shaels if you;re missing FHR. (aim for 48%)

Hmm, 1 soc, probably a shael and then see about fhr gc or something.

If 2, you might add in an Um for res.

And yes, with Suwayyah + RT, you'll need to WSM bug. it just saves on looking for extra IAS.

@ 3. I can't believe I forgot fcr on the ring, I was distracted I swears! :O yes, they definitely need fcr (you hit 65% from them)

Specific breakpoints are:

65% fcr
48% fhr
75 res (faded)
60% claw block (level 26 after BO)

4. Absolutely. Now, something for a higher budget will do better, but as long as you hit those BPs, you can win. Remember trapping, namelocking, chaining and whirl patterns, and you're set.
 
Re: WW Ghost Assassin Guide V2.0

Just to make sure I'm doing everything correctly, what do you think? :)

Suwayyah Chaos 2DF 2MB 2LS 338ed (left claw)
Fury GT 1MB 2CS (right claw)
Mara 25
Eni BP
Arach
Raven 18 | 240
Ring 10fcr 55ar 19life 11@
TO gloves
Boots 30frw 10fhr 16ar 40lr 37fr

CtA / Limb + Lidless switch

2 clean Shadow SKs
12-19 Torch
18-18 Anni (borrowed from my barb)

2o CM
20 Venom
20 MB
2 WB
1 BS (and pre reqs)

Now I'll pump WB to get 60% and Fade to get... 50dr? How do I see how much does Fade add to DR?
Still looking for a circlet. Will 2/20 with Shael be alright? Of course I'll try to find the best one, but is it the bare minimum? :) I'm 75-75-75-61 res with Fade, but only 44-37-66-7 without it. Is it acceptable?
 
Re: WW Ghost Assassin Guide V2.0

I assume those are the only 4 charms you have?

If so (just in case), more shadow charms will boost fade, venom, and the block (hopefully haven't added points and if so, not too bad (you might hit 62ish %)).

DR from fade = the skill of fade at the time it's cast. Add that to any DR% you have on gear (Enigma's 8% for instance) and you have your full DR%.

a 2/20cast circ is the bare min for one :P Others have res, life, some stats, maybe visionary, some combo like that. 2/20 tend to be blues (or a rare with some random mod) and the rares add on the bigger bonuses. 2/20 work well if you can't get the good circs, so don't worry too much there ;)

For sc's, life should be your priority since your res is nice. If you plan on fighting blizz sorcs, or many FoHdins, then stack will be good to have, but if it's just a once in a while fight and mostly you find yourself vs firesorcs, necs, druids, trappers, hdins, smiters, and others that would be in a public game, then you're set with that res.

Overall, it's looking good.
 
Re: WW Ghost Assassin Guide V2.0

Are there any ghost-claws calcs for ww\trap laying frames?
I'm just curious, if i'll still have 4frame ww and 9 trap laying if i change my runic talon fury for fool's sywayah and etc. (also using high lords)

And also noobish question - DR redusec magic damage from necro spirits and hamers? Or it's just for melee.
 
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Re: WW Ghost Assassin Guide V2.0

The IAS Tables tell you the IAS required for a given AWSM. That's found by averaging the WSM speed found on the Arreat Summit. Bugging calcs it differently, which no calculator can find, but this guide details on the first page.



DR% only works on physical damage (also does ranged, but only a physical ranged like an arrow).
 
Re: WW Ghost Assassin Guide V2.0

Hello again,

I'm already pretty much finished with my low budget sin. I can see a huge potential in this char which I sadly totally can't use, I just suck at WWing and probably every other aspect of using this char right now :) Including still missing the hotkeys

So, to have some kind of guideline on what to aim for, could you guys tell me how more or less the chances of winning vs specific characters look like for this Sin (especially Venom Oriented)? What are your winning chances vs BvCs, Smiters, Hammers, Bone necs, Sorcs, Traps etc.
 
Re: WW Ghost Assassin Guide V2.0

BvC's: Diffuculty: very hard.

Unless you have great whirl control, know the weaknesses of WW, and are good at staying mobile, yet in control, this will be nigh impossible.

Smiters: Difficulty: Easy to medium.

They have 3 ways to attack: walking (they want the block), running/charging (impatient and want a quick win) and tele smiters (who know about block, but underestimate WW since they think they can stomp / get in front of WW to ensure a win).

Walkers have the block and def, but treat them as usual; perpendicularly WW from them so that you hit, but they cannot. Angle is important to practice since angling closely lets them hit you, but too fare and you're out of range.

Run/charge = the same thing, but faster reaction time, and that they lose block% and def, so are easier to hit. practice.

tele = medium. If they stomp, go south and regroup. Stun them since they shy away from charging too much (likely don't want to risk block and def). If they try to predict WW, don't make long whirls, and be unpredictable. Some may tele and shift click. Clip them.


Hammers: Difficulty: medium to hard.

90% of pub hdins will synch, tele stomp and try to kill you. If you can read synch / predict it, these are easy since you only have to ww south to avoid a hammer, and be mobile and never get caught in a hammer field. Those that charge around near you, tele ww when they let their guard down. Not easy, so practice.


Some just tele stomp, so still go south, but these are very aggressive and won't let you get stun up much.


Bone necs: Difficulty: medium-hard:

This is a caster who you're actually roughly equal to (the one res you can't tank, but you have block, they have bone armor and a strong attack). These are fun.

This requires namelocking, stun skill, and chain locking to win. Using your secondary melee (dclaw usually, though norm attack works), you use that to attack them after a tele stomp.

You want to stun them, get a name lock, and telestomp them. Quickly get the left click name lock so you can chain lock them. Hold it down (you're attacking after all) and hold right click at the same time when they begin to escape. Let go of click, keep right(hotkeyed for tele to telestomp) and click. Mouse needs to be centered on your char's feet, so that when you have tele stomped, let go and left click again to regain the lock. With practice, you'll get better, but is the same as a barb's zerking / unsummon locks. Since you are tele stomping + stationary, so too is your shadow (who's been MBing to help). She tanks / blocks for you, and you block as well. This gives you an edge, especially vs a stunned opponent. The hard part is the chaining / stunning in the first place.

sorcs: Diffculty: easy-lower medium.

Fire you can tank some, lightning and cold like to pierce res. Vs blizz and such, don't sit and tank. Never chase directly and become predictable; this sets you up for FBall, orb, lightning, etc.

I chase serpentine, then close in a circle. Shadow's MB helps alot, so lead in with traps to name lock (ls). When she's stunned or slows, Wof to stun and apply MB pressure. Tele in for a triwhirl, and name lock immediately if she escapes.

Blizz is the trickiest, since they tend to hit the hardest unless you've stacked. Never stay still, prevent a name lock and don't tele into a blizz. For whatever reason, these are more commonly the max block / dr / etc ones, so they try to tank (not always, but some), so practice staying mobile, but triwhirling regularly. Just...watch out for blizz :P

trappers: difficulty: high medium - hard:

They can hit hard, and stun will slow you down. Never chase directly, since that opens you up for 5x LS + MB casts. I always come in from an arc like with a sorc, but instead of a triwhirl, pass and move on. These you have to whittle down since their traps can eat you up.

Most camp, so they can be hard. If they flee, try to get them without traps around. They just take practice.
 
Re: WW Ghost Assassin Guide V2.0

HUGE thanks Sass, way better answer than what I was expecting :)
One more, kinda stupid question... if I have this Fury GT and Chaos Suwayyah, which one should be the main claw? Not sure right now... thought Fury, but Chaos has much better dmg
 
Re: WW Ghost Assassin Guide V2.0

Chaos over gloves. GT over boots. After you swap from CTA side, click the chaos twice to lift and replace.
 
Re: WW Ghost Assassin Guide V2.0

I have some more easy questions along the way :)

1. While checking out older threads about WW Ghosts I seen you talk about not using DFlight. Don't you ever use it? What is a char has very little life, but a little bit too much to MB him to death (that's when I was trying to use it ;) sometimes successfully, sometimes not)?
2. I DON'T change gear right now. I just use what you told me :) And even though I don't like changing gears 20 times in 5 minutes, maybe sometimes it's worth it. How do you change your gear vs different chars? And again - I've seen you say to don't use angelics. Limb vs Smiters Hammers and Barbs?
3. What do you think about Widowmaker? If you think it's cool how would you recommend changing other gear the best way? I'm thinking about buying it, not sure though. Still - I prefer one pretty good setup vs all. Unless the change is really worth it and without it it's really hard to win. But Widow looks pretty interesting, could be fun to wear it sometimes :)
 
Re: WW Ghost Assassin Guide V2.0

In pvp, no, I don't ever use it. In pvm, I do on occasion.

Not even vs a low life char would I dflight. A tele ww even then is safer, more guaranteed to teleport, and still more damaging (without the buggy glitchiness).

Well, limb gets into the GM vs BM, but if you're talking pubs, it's free game. On that subject though, pubs will town / s&e before they'd die on most occasions. Sins always lack the massive damage to kill on sight like a hdin and bvc.

For gear, I build with one thing in mind: GM duels with friends. I never change gear, so I do advocate a "one set-up vs all" mentality. I ran a fools as my main weapon anyway, but if you use Fury and have Fools as a back-up, that'd be the only swap needed.


Widow. I never use it, because the chars I've seen it used or sometimes work against I use different methods anyway.

My biggest cons are that I WSM bug. My trap speed goes down if I'm swapping back and forth, so I don't like that. Also, it's used defensively, which I rarely find myself doing.

It is good if you can do some massive stun also. I've been on the sin and barb side of duels playing with widow. As sin, I couldn't pull it off, but as barb, I was surprised how stun + widow (I think he used KB) hit me. If I had to say it has a purpose, it'd be as a defensive way to kill barbs. However, high mobility and high stun is required. Like I said, even I couldn't get the hang of widow, so it's up to the player.


If you do want to test it, keep in mind that high dex. Swaps include 25 dancer, making sure circ + a ring has dex, cat's eye, etc. For soc, Nef's KB is killer if you can manage high dex (if not, Hel it for lower reqs).
 
Re: WW Ghost Assassin Guide V2.0

In pvp, no, I don't ever use it. In pvm, I do on occasion.

Not even vs a low life char would I dflight. A tele ww even then is safer, more guaranteed to teleport, and still more damaging (without the buggy glitchiness).

Well, limb gets into the GM vs BM, but if you're talking pubs, it's free game. On that subject though, pubs will town / s&e before they'd die on most occasions. Sins always lack the massive damage to kill on sight like a hdin and bvc.

For gear, I build with one thing in mind: GM duels with friends. I never change gear, so I do advocate a "one set-up vs all" mentality. I ran a fools as my main weapon anyway, but if you use Fury and have Fools as a back-up, that'd be the only swap needed.


Widow. I never use it, because the chars I've seen it used or sometimes work against I use different methods anyway.

My biggest cons are that I WSM bug. My trap speed goes down if I'm swapping back and forth, so I don't like that. Also, it's used defensively, which I rarely find myself doing.

It is good if you can do some massive stun also. I've been on the sin and barb side of duels playing with widow. As sin, I couldn't pull it off, but as barb, I was surprised how stun + widow (I think he used KB) hit me. If I had to say it has a purpose, it'd be as a defensive way to kill barbs. However, high mobility and high stun is required. Like I said, even I couldn't get the hang of widow, so it's up to the player.


If you do want to test it, keep in mind that high dex. Swaps include 25 dancer, making sure circ + a ring has dex, cat's eye, etc. For soc, Nef's KB is killer if you can manage high dex (if not, Hel it for lower reqs).
i didn't know other people used nef widow too



 
Re: WW Ghost Assassin Guide V2.0

Continuing wsm\ias questions.

Let's say Fury Feral claw (primary) + Chaos Suwayah (secondary)

They have -10awsm (-20 and 0). 40%+35% Ias.

Will they do 9 fpa trap laying without wsm bugging?

75% ias + 20% ias highlords = 95% ias

Will it do 9 fpa trap laying without wsm bugging?


And also what exactly is e-bugged suwayah?
 
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Re: WW Ghost Assassin Guide V2.0

You do not add the two IAS values. Only the primary counts, secondary is not added at all. In this case, you use 40% IAS.

-10 needs 89% IAS (49% to go). Highlords solves 20 of it, but you'd still need 29%. To get 9 frame trap laying, you'll need 2x 15% IAS jewels in the helm. Or, a level 1 BoS @ -10WSM needs only 40% IAS.
 
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