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Freyas FA guide(again)

Discussion in 'Amazon' started by Freyas, Jan 29, 2004.

  1. Freyas

    Freyas IncGamers Member

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    Freyas FA guide(again)

    Well, it appears as though my guide got corrupted along with everything else, and I was foolish enough to not save my final copy. I've got an old draft which I've brought out and updated with what I remembered including previously, but I've probably forgotten a couple things. If anybody notices anything incorrect or missing, just let me know and I'll try to fix it.

    This guide is for making a build based around the Freezing Arrow skill, though the information included should be helpful for anybody intending to use the skill as part of a build. Freezing Arrow(FA) is very effective against crowds, especially if you can get them tightly packed. The skill itself will do around 1000 cold splash damage with both FA and the cold arrow synergy maxed, and with +4 skills on(what I have on my current amazon using it), it does about 1300 splash damage. The damage goes up considerably with more +skills, so equipment to raise your skill level higher will help out considerably.
    This splash damage hits everything within a 3.3 yard radius, and does both the cold damage from the skill as well as cold damage on your equipment/charms throughout the radius. The cold damage always hits, as well, so attack rating doesn't help out with this. The arrow itself will do the physical damage of a normal attack, but will only deal damage to those monsters that are actually hit by the arrow, and does rely on attack rating. Mana leech only works with physical attacks, so if you're using mana leech to keep your mana full, you will need a fair amount of attack rating. However, the good news is that FA provides a large boost to AR, 211% at level 20, and this bonus also increases with +skills. Physical damage, as well as fire/lighting/poison damage are not spread through the blast radius, and neither are special effects such as hit blinds target, crushing blow, open wounds, or prevent monster heal. % chance to cast a spell on striking will also not trigger from the splash damage, only from monsters hit by the arrow itself.

    The three most important things for FA damage are: pierce, increased attack speed, and +skills. Pierce is essential. Hitting 5 things with an FA that doesn't pierce will kill things slowly with a high-level FA. Just piercing and hitting a second thing will hit those 5 monsters twice per FA, doubling your damage to all 5 things. As you get bigger groups with more hits and more things in the splash radius, pierce gets even better. In a situation with 5 tightly-packed monsters(grouped around a decoy/valk, or in a hallway, a FA without pierce may hit all 5 of these monsters, doing 5000 cold damage overall(with around level 20 FA + cold synergy). If you pierce the first monster and hit a second, then you will hit all 5 monsters with the splash damage twice, giving you 10,000 cold damage in that attack. You can usually get far more than 5 monsters per splash, and with a high pierce %, you should pierce and hit more than once or twice. As you can see, if you get larger packs together, piercing will increase your damage immensely.

    IAS is also important, mainly by looking at how much you need to hit a certain breakpoint. I'd recommend 8 or 9 frames per attack depending on the speed of your bow, and how much more IAS you need to bring it to the next breakpoint. Having a faster attack speed will let you fire off more FA's in the same amount of time, which will usually outdamage having an extra skillpoint or two. A faster bow with lower physical damage can easily outdamage a larger, slower bow when using FA.

    +skills also can greatly increase the damage on FA, with the damage going up 33% between level 20 and level 24. The difference gets even higher with more +skills, though +skills will not do as much for increasing your damage as a faster attack speed or piercing. If you are relying solely on your pierce skill for your piercing, however, adding +skills may increase your piercing as well as your cold damage and attack rating.

    Freezing arrow has two synergies. The first, cold arrow, is very helpful, giving your FA an extra 12% damage per skill point invested. With a level 20 cold arrow, this comes out to 240% increased cold damage. Cold arrow also converts 2% of your physical damage to cold damage per skill level, which can be useful against high-hitpoint physically immune bosses where FA can be weak due to it's high mana cost. The second synergy, ice arrow, is not worth spending points in for the synergy it provides FA. It gives +5% freeze duration to your Freezing arrow per skill point, which after 20 points will increase your freeze duration by two seconds. I will explain in a minute why this isn't helpful. Ice arrow can still be useful for a lower mana-cost skill which can freeze enemies in place, however.


    Freezing:

    The freeze duration of FA is set to two seconds, and can be increased in two ways. The first is the ice arrow synergy which will increase the duration by 2 seconds with 20 points. The other way to increase the duration is by having cold damage on your gear and/or charms. Charms are a very popular method, with each cold damage modifier adding one second. For instance, a small charm of the glacier will add one second onto your freeze duration. A snowy small charm of the glacier will add two seconds since both the snowy prefix and glacier suffix add cold damage. Set and unique items that add cold damage add a specific freeze duration depending on the item. Some of these durations are posted in the items database at diabloii.net, though some are missing. However, the Arreat Summit gives the freeze durations for all these items, so if you're wondering how much an item adds, you can look it up there. Some popular uniques are: buriza(8 seconds), eye of etlich(4-10 seconds), ravenfrost(4 seconds), and frostburns(4 seconds). As you can see, one small charm can increase your freeze duration as much as 20 points in ice arrow.

    The actual time that a monster stays frozen takes into effect three factors: your total freeze duration, it's cold resistance, and difficulty level. A monster in normal difficulty with 0% cold resist will be frozen for your entire duration. However, monsters get reduced freeze duration at the same percentage as their cold resistance. If you have a 10 second freeze duration and hit a monster with a 20% cold resist in normal difficulty, they will only be frozen for 8 seconds. Freeze duration is also reduced to 1/2 in Nightmare difficulty, and 1/4 in Hell difficulty. In the example above, the monster would be frozen for 4 seconds in Nightmare difficulty, and 2 seconds in Hell. Some monsters also have cannot be frozen: specifically boss/champion monsters, cold immune monsters,and some frenzytaurs and defiler-class monsters(and possibly a couple others I can't recall) in act5 hell.

    There are two different ways to build a character around Freezing Arrow. The first is a vampiric build, where you depend on a high-damage bow plus mana leech to sustain firing of FA. The second is to build a mageazon, who depends on lots of mana and mana regen to regenerate your mana fast enough to sustain using the skill.


    Equipment/stat point suggestions:

    Vamp: You will maintain your mana through mana leech, requiring a high-damage bow with a good amount of mana leech. Good bows here would be Lycanders, upgraded WWS, or anything with bigger damage(elites, etc). Lots of mana leech- look for probably at least 15-20% minimum to be able to break even against most things in hell. Any bows smaller than these will require a lot of mana leech, though it could probably be managed with other bows such as magewrath, or even kuko with good enough equipment. If you have less leech, a reasonable mana pool will let you get by just using potions, which you'll have to do with skeletons and physical immunes anyhow. Using a lower-mana cost skill such as strafe between FA's can also help keep your mana high.

    Mage: lots of mana, and +mana regen stuff helps out as well. Your bow is less important: this might be a good route to go with a wizendraw for the -resists, or else any bow with lots of +skills. Good gear you'd probably want for this build would be soj's, frosties, silkweaves, glooms trap, and pretty much anything else with a lot of +mana. Get enough mana through these and points in energy until you can cast FA nonstop, or pretty close to it. The advantage here is that it's pretty easy to rack up +skills along with the mana, boosting your damage nicely. The downside is that you'll have poor physical damage, requiring you to depend on your minions to deal with cold immunes, and you'll probably be more equipment dependant than a vampiric build.

    stats for both:
    str: enough for equipment
    dex: extra points for a vamp go here, mage: just enough for equipment
    vit: as much as possible, I wouldn't recommend any less than 100
    nrg: vamp: enough to have a decent mana pool for non-leechable things
    mage: as much as you need to keep up with casting FA


    Equipment that I'd strongly suggest:

    razortail: 33% pierce can easily give you max pierce with just a few points in pierce. With a razortail, 8 skill points will give you 98% chance to pierce, and 9 skill points will put you to 100%. If you use a bow that gives piercing attack(i.e. Kuko, Buriza) then you won't need this. If you don't want to use this belt or can't get one, then I'd recommend maxing pierce, or at least investing as many points as possible.

    eye of etlich: This amulet looks kinda mediocre compared to some of the alternatives, and can be outshone by some, but the great benefit of it for this build is hidden. A good eye of etlich will give you a very nice boost to your freeze length(4-10 seconds), and the leech and +skills are added gravy. A nice +skills amulet with resists and other good stats could be better, but an eye of etlich is hard to beat.

    Ravenfrosts: These rings give you +4 seconds freeze duration as well as cold damage and a nice boost to your dexterity for damage and attack rating. Cannot be frozen is also a very useful mod that I recommend getting somewhere even if you don't use a ravenfrost.

    The M'avina's set is also a good choice for FA, if you can complete the set. The gloves give you a lot of cold damage, which is spread through the splash, and also give you a large freeze duration. They also give you - to enemy cold resists if you have the whole set. The set will also give you a good amount of +skills, and good resistances. However, it is a hard set to complete, and you can easily be successful without it.

    For your final outfit, you should make sure that you have the needed IAS for whatever breakpoint you decide on. Try and either use razortail or a bow with piercing attack to get your overall pierce to 100%. After this, try and get good resists, good +skills, and either lots of mana leech or lots of +mana/mana regen depending on your build.

    Skills to compliment FA:

    Strafe/Multi: Both of these skills work pretty well in 1.10, though you need a good bow. If you're using a vamp mageazon build, either of these should work for killing cold immunes. I personally like strafe, since 1 point with +skills should take you up to a full max compliment of arrows, and you'll get guided as a prereq which should do fine on single targets. With your high mana leech for FA, the mana cost on a level 1 guided shouldn't cause many problems. Multi requires a few more skill points, though it should work fine around level 8-10 for what you'd need for this build. You'd still need to have a different option like guided for single targets.

    Exploding/Immo arrow: You probably won't have enough skill points to do much in synergizing the fire skills as well as the cold ones, but if you are building a mageazon, these can work okay with your leftover skill points so you can help out your valk/merc kill cold immune things. With +skills, and especially if you have a kuko as your main weapon or on switch, you should be able to deal pretty decent fire damage to cold immune things. These skills can still be effective with a 10/10/20 or 10/20/10 skill distribution between fire/exploding/immo arrow skills, depending on if you want to use immo or exploding arrow as your main attack. I haven't played around too much with these skills, so you may find better recommendations elsewhere for skill allocations here.

    Valkyrie: A high level valkyrie is very useful, both as a target for monsters to swarm, as well as an aid for boss killing and cold immune monsters. Two skill levels to aim for in a valk are level 8 where she gains a lance, and level 17 where she gets a war pike. FA should be able to keep your valkyrie alive nicely except against swarms of cold-immunes or nasty boss packs. However, these are the situations where you really need a good tank, so I would recommend putting as many points here as you can afford. However, at around level 17, she should be able to live through most anything, and even in really nasty situations, give you some time to attack before having to recast her.

    Mercenary recommendations:

    I would recommend using an act2 mercenary, though a barbarian merc could also be used. For a vampiric build, a blessed aim(act2norm/hell offensive) mercenary will help out in helping you hit more, or a might merc(act2NM offensive) will help you do more damage when you hit. Both of these will increase your mana leech, and should help out with whatever other skill(s) you choose to use. For a mage build, I'd recommend a defiance(act2norm/hell defensive) or a prayer(act2norm/hell combat) for their increased survivability, as well as their aid to your valkyrie. However, a barbarian merc can also be effective as a tank, or if you are content with just a valkyrie and decoy as a meat shield, an act1 or act3 mercenary could be used to help deal damage in other elements.

    Tactics:
    Make use of your decoy. Use her to scout, break up nasty crowds, or even block doorways. Your decoy should help keep your merc and valk alive, and when you use her to scout, you can see what's coming up, and everything tends to clump up around your decoy, crowding them together so that you hit lots of things with your FA splashes.

    Try and get things in small to medium sized crowds, or lined up in a tight space. FA won't hit everything if you have too large of crowds, leaving things free to swarm around in front of who you have frozen, and free to attack you or your minions. On the other hand, without lots of monsters, FA loses its biggest advantages. FA works best when you have lots of things really close together, so you pierce and hit more things, and the splash damage hits a lot of enemies every time you pierce. It can actually be worthwhile to let things unfreeze for a minute to let them group up if you have a group that's loosely packed or with lots of stragglers. After using the skill for a while, you should get a good idea of how large of groups you can handle easily.


    Probable problem spots for playing solo(hell difficulty):

    Early act1: LOTS of cold immunes, the worst are probably the rogues with their speed. The archers are extremely dangerous, and some can be immune to cold(depending on which area they are in).

    Act3 Jungles: most people probably won't be affected here, and it really depends on what spawns. However, the melee flayers are cold immune, and the bramble hulks are cold immune, and boss packs can usually tear apart your merc and valk quickly once they get frenzied up.

    Act5: mostly indoor areas- depends on what spawns. Gloams are always dangerous, especially with bowazons who can have problems getting max resists without a shield. Frenzytaurs are also a big danger, having cannot be frozen, and huge damage to take out your minions. The ice caves tend to have a lot of cold immunes in them, so you might not want to linger too much there.
     
  2. Aristanna

    Aristanna IncGamers Member

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    Freyas - I still have your guide saved in my internet cache. Here it is:

    ----------------------

    After the feedback I got on my last FA guide, and since that post has faded into the dark recesses of the forum, I figured that it would be easier to make a new post rather than make everyone wade through a couple pages of posts in that thread to find the updated guide.

    How FA works: FA, or Freezing Arrow, fires a single arrow which freezes and deals damage to everything within a 3.3 yard radius from where the arrow hits. The cold damage will always hit, regardless of attack rating, though the physical damage of the arrow is dependant upon your chance to hit. The physical damage is only dealt to things that are hit by the arrow itself, not spread through the blast radius. In addition, things like % chance to cast, crushing blow, open wounds, prevent monster heal, etc only are applied on things hit by the physical damage, not the splash damage. FA can trigger spell effects with % chance to cast when striking, but this is only checked when the arrow itself hits, not the splash damage.

    The freezing length of FA is set at 2 seconds, and can be increased by either synergy(ice arrow) or cold damage from items. The synergy from ice arrow is pretty worthless in terms of helping FA, due to the fact that 20 points will only increase your freeze duration by 2 seconds in normal difficulty. Items with cold damage usually increase freeze duration once per cold damage modifier. The most typical way that people increase their freeze duration is by using small charms. Each cold damage small charm will increase your freeze duration by one second, with some, such as a "snowy small charm of the glacier" increasing freeze duration by two seconds. Many uniques have longer bonuses to freeze duration that are hidden. Here are some of the freeze durations for commonly used items:

    Eye of Etlich: 2-10 seconds(randomly chosen when it drops)
    Ravenfrost: 4 seconds
    Vampiregaze: 4 seconds
    Buriza: 8 seconds

    Freeze length is reduced to 1/2 in Nightmare difficulty, and 1/4 in Hell difficulty, so with a freeze length of 8 seconds, you'll freeze normal monsters for 8 seconds, nightmare monsters for 4 seconds, and hell monsters for 2 seconds. Monsters with a high cold resist also have reduced freeze duration, so you will not freeze everything for the same amount of time, and things don't always stay frozen as long as your freeze duration would indicate. In addition, some things cannot be frozen, such as cold immunes, some frenzytaurs in hell difficulty, and the defilers in the worldstone keep all come to mind, though there may be others that I can't think of.

    Cold damage from equipment and charms is spread with the blast damage of freezing arrow, though physical, fire, lightning, and poison damage are not.

    There are two ways to sustain firing FA: either mana leech(vampiric), or mana regen(mageazon). Which of these you choose will affect both your skill and equipment selection, so I'll try and cover both here.

    Equipment guidelines:

    Vamp: High damage, fast bow. I would recommend getting at least an 8 frame attack, though a 9 frame will work fine as well. You'll want probably 15-20% mana leech at least to maintain your mana. Good bows here would be Lycanders, upgraded WWS, or anything with bigger damage(elites, etc). If you have less, a reasonable mana pool will let you get by just using potions, which you'll have to do with skeletons and physical immunes anyhow.
    The rest of your gear should include good resists, IAS, +skills, and +life.

    Mage: lots of mana, and +mana regen stuff helps out as well. Your bow is less important: this might be a good route to go with a wizendraw for the -resists, or else any bow with lots of +skills. Good gear you'd probably want for this build would be soj's, frosties, silkweaves, glooms trap, and pretty much anything else with a lot of +mana. Get enough mana through these and points in energy until you can cast FA nonstop, or pretty close to it. The advantage here is that it's pretty easy to rack up +skills along with the mana, boosting your damage nicely. The downside is that you'll have poor physical damage, requiring you to depend on your minions to deal with cold immunes.

    Possible skill point distributions
    Vamp build with strafe:
    bow tree
    20 cold arrow
    20 freezing arrow
    1(or 20) strafe

    passive tree
    17 valk(after +skills), more points can be put here if you want
    10 or so penetrate, enough to get a good chance to hit
    enough d/a/e to get you good evasion skills
    ~10ish critical strike after +skills

    Mageazon build:
    bow tree:
    20 cold arrow
    20 freezing arrow
    20 immo arrow
    10 exploding arrow(put any extras

    passive tree
    17 valk(after +skills)
    d/a/e to where you are comfortable

    stats for both:
    str: enough for equipment
    dex: extra points for a vamp go here, mage: just enough for equipment
    vit: as much as possible, I wouldn't recommend any less than 100
    nrg: vamp: enough to have a decent mana pool for non-leechable things
    mage: as much as you need to keep up with casting FA

    FA provides it's own fairly large attack rating bonus, so hitting with it shouldn't be too difficult. However, if you are using a physical attack skill as well, you'll want to use either penetrate or inner sight. At high levels, inner sight can give you a good chance to hit even with a low dex build, while a medium level of inner sight can stack with a decent attack rating to give you a nice boost in your chance to hit.

    Some players may want to invest more into passives, which will take skill points that may be hard to spare. If you take points from the FA/CA combo, you'd want to sacrifice a few points in cold arrow to put here. In a FA strafe build, I'd actually recommend going with a lower level of strafe rather than weakening your freezing arrow, however. With a mageazon, cutting fire/exploding or cold arrow to slightly lower levels will free you up some skill points for the passive tree as well.

    The three most important things for FA damage are: +skills, pierce, IAS. The freezing damage on FA goes up majorly as you get more +skills, though this benefit can be outshone by the other two. Pierce is essential. Hitting 5 things with an FA that doesn't pierce will kill things okay with a good FA. Just piercing and hitting a second thing will hit those 5 monsters twice per FA, doubling your damage to all 5 things. As you get bigger groups with more hits and more things in the splash radius, pierce gets even better. IAS is also important, mainly by looking at how much you need to hit a certain breakpoint. I'd recommend 8 or 9 depending on the speed of your bow, and how much more IAS you need to bring it to the next breakpoint.

    Equipment that I'd strongly suggest:

    razortail: 33% pierce can easily give you max pierce with just a few(8-9 after +skills gives you 98% and 100% respectively) points in pierce. If you use a bow that gives piercing attack(i.e. Kuko) then you won't need this. If you don't want to use this belt or can't get one, then I'd recommend maxing pierce, or at least investing as many points as possible.

    eye of etlich: This amulet looks kinda mediocre compared to some of the alternatives, and can be outshone by some, but the great benefit of it for this build is hidden. A good eye of etlich will give you a very nice boost to your freeze length(2-10 seconds), and the leech and +skills are added gravy. A nice +skills amulet with resists and other good stats could be better, but an eye of etlich is hard to beat.

    ravenfrost: Gives cannot be frozen, a lot of cold damage added to your FA, and 4 seconds increased freeze duration. The attack rating and dex will also really help out for a vamp build.

    For your final outfit, you should make sure that you have the needed IAS for whatever breakpoint you decide on. Try and either use razortail or a bow with piercing attack to get your overall pierce to 100%. After this, try and get good resists, good +skills, and either lots of mana leech or lots of +mana/mana regen.

    Skills to compliment FA:

    Strafe/Multi: Both of these skills work pretty well in 1.10, though you need a good bow. If you're using a vamp mageazon build, either of these should work for killing cold immunes. I personally like strafe, since 1 point with +skills should take you up to a full max compliment of arrows, and you'll get guided as a prereq which should do fine on single targets. With your high mana leech for FA, the mana cost on a level 1 guided shouldn't cause many problems. Multi requires a few more skill points, though it should work fine around level 8-10 for what you'd need for this build. You'd still need to have a different option like guided for single targets.

    Exploding/Immo arrow: You probably won't have enough skill points to do much in synergizing the fire skills as well as the cold ones, but if you are building a mageazon, these can work okay with your leftover skill points so you can help out your valk/merc kill cold immune things. With +skills, and especially if you have a kuko as your main weapon or on switch, you should be able to deal pretty decent fire damage to cold immune things.


    Tactics:
    Make use of your decoy. Use her to scout, break up nasty crowds, or even block doorways. Your decoy should help keep your merc and valk alive, and when you use her to scout, you can see what's coming up, and everything tends to clump up around your decoy, crowding them together so that you hit lots of things with your FA splashes.

    Try and get things in small to medium sized crowds, or lined up in a tight space. FA won't hit everything if you have too large of crowds, leaving things free to swarm around in front of who you have frozen, and free to attack you or your minions. On the other hand, without lots of monsters, FA loses its biggest advantages. FA works best when you have lots of things really close together, so you pierce and hit more things, and the splash damage hits a lot of enemies every time you pierce. It can actually be worthwhile to let things unfreeze for a minute to let them group up if you have a group that's loosely packed or with lots of stragglers.


    Probable problem spots for playing solo(hell difficulty):
    Early act1: LOTS of cold immunes, the worst are probably the rogues with their speed. The archers are extremely dangerous, and some can be immune to cold(depending on which area they are in).

    Act3 Jungles: most people probably won't be affected here, since everybody skips it, and it really depends on what spawns. However, the melee flayers are cold immune, and the bramble hulks are cold immune, and boss packs can usually tear apart your merc and valk quickly once they get frenzied up.

    Act5: mostly indoor areas- depends on what spawns. Gloams are always dangerous, especially with bowazons who can have problems getting max resists without a shield. Frenzytaurs are also a big danger, having cannot be frozen, and huge damage to take out your minions. The ice caves tend to have a lot of cold immunes in them, so you might not want to linger too much there.

    Many amazons are looking for builds for pit-running, which this build will work for. FA is useful in the pit, though there are several monsters that will spawn cold immune there, so you'll need a second type of damage as well. The most effective skill I've found there to combine with FA is strafe, which is very effective on it's own there. Often, FA will be used as a skill in fighting outside the pit and leveling, while people use strafe inside the pit. However, the biggest danger in the pit is the rogue archers, who are not cold immune, and freezing them in place can be quite helpful when doing pit runs.

    Any comments/questions are welcome, and hopefully this will help people out. I've tried to shift the focus of this guide more on playing style and skills rather than the equipment that most guides tend to focus on. If people want a discussion of equipment for a FA build, I would be willing to do an analysis of stuff, but guides that focus too much on equipment give the impression that the build can't be successful without uber gear, which is not true with FA.
     
  3. Broncobiv2

    Broncobiv2 IncGamers Member

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    Do you happen to also have his second post (third or fourth of the thread) where he went through all of the possible equipment that could work for an FA zon?
     
  4. Krunch_Kidney

    Krunch_Kidney IncGamers Member

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    What about Penetrate? I've found my main problem to be my attack rating. I'm lvl 78 in act 3 hell and only have like a 60% chance to hit with strafe. I think my Penetrate is around lvl 8. It's not a problem with FA of course, but if I have to switch to strafe for CI's then it takes FOREVER to kill.
     
  5. Aristanna

    Aristanna IncGamers Member

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    Yes, I do. Here it is:

    -----------------------

    Equipment(in no particular order):

    Bow:
    Wizendraw- good for a mageazon using cold skills due to the -enemy resistances
    Kuko Shakaku- +skills, fast firing rate, piercing
    Magewrath- huge mana leech, pretty good damage
    Lycanders- good +skills, decent damage, mana leech
    Buriza- high damage for leech, increased freeze duration, and 100% piercing
    Pus Spitter- not so great, but could be okay when lower resist triggers
    Blood Ravens Charge- fast, and has a very healthy bonus to attack rating

    High damage, fast attack speed magics/rares

    Any other high-damage or fast bow would work, Eaglehorn/Widowmaker might be nice due to the ITD, but even for a vampiric build, the bow damage is only needed for leeching- it would be better to use a fast bow and attack at 7-8 frames, rather than use a windforce and attack at 9-10. The only problem with Buriza is that the fastest attack speed it can attain is 11 frames, as the mods on it seem to be nearly ideal for an FA build.

    Armor:
    Silks of the Victor- +skills, mana leech
    Skin of the Vipermagi- +skills, resistances
    Duriels Shell- cannot be frozen, resists, +life -- I'd recommend this mainly if you don't have another source of cannot be frozen
    Skulders Ire- +skills, MF

    Headgear:
    Rockstopper- nice for resists and damage reduced
    Stealskull- dual leech, MF, IAS
    Vampiregaze- dual leech, damage reduced, cold damage and duration
    Valkyrie Wing- +skills
    Harlequin Crest- +skills, life and mana, MF

    Gloves:
    Frostburns- +mana, cold duration
    Laying of Hands-- can be nice for resists, IAS, and damage versus demons
    --In all actuality, I'd recommend trying for some rare/crafted gloves with some of the following: +bow skills, IAS, mana leech, resists

    Belts:
    Goldwrap- good for the 10% ias if it's needed
    razortail- if you don't have piercing from a bow, then this belt will really help
    Orphans belt- Dual leech

    Boots:
    Again, nothing really stands out here- Aldurs Advance would be good for run/walk and life, natalya's set boots are also good, and add more resistances. War travellers could be nice, rares with run/walk and resistances are also good.

    Jewelry:
    ravenfrost: adds a nice amount of cold damage and duration, cannot be frozen, attack rating and dex to help deal physical damage.
    Stone of Jordan: +skills, +mana- good for a mageazon especially
    Manald Heal: mana leech

    Eye of Etlich- cold duration, +skills
    Cat's Eye- attack speed
    Crescent Moon- leech and +mana
    Highlords- +skills, IAS
    Mara's- +skills, resists

    I tend to prefer using rare jewelry, since you can usually find/gamble rares that have great mods. +skills, leech, and resists are very nice, and are not too difficult to get on rare rings/amulets(+skills on amulets only).

    Another nice option for a FA build is to use the M'avina's set, which has some nice mods for this type of amazon. The gloves give +20% FA damage, a lot of cold damage, and a 10 second freeze bonus when you have the complete set on. The set comes with a good amount of +skills, resistances, and some other nice bonuses, but doesn't have too much IAS(can get to 9 frames with a cats eye, though). You can probably get better with the right collection of uniques/sets, but overall, I'd say this set would work good for FA.


    I haven't had the opportunity to play with a lot of the rare items, so I've tried to keep the items here within a reasonable persons range. When you choose your gear, aim for enough IAS to reach a breakpoint of your choosing with whatever weapon you choose. You can find the breakpoints in this thread: http://www.rpgforums.net/showthread.php?t=16671

    Also, try and get 100% pierce, either through using a bow, or with razortail. With razortail and most of the piercing bows, you will have to put some points into pierce, Buriza has 100% piercing on it, Kuko has 50% on it, and razortail has 33%. Razortail takes 8 points in pierce after +skills to reach 98% piercing, and 9 to reach 100%. Kuko should reach 100% with just one point and a couple +skills, and if you intend to use Buriza, you don't need to spend any points.

    Getting equipment to add +skills will also greatly help your damage, as the cold damage from FA goes up greatly after level 20.

    I'd recommend aiming for decent resists, at least positive lighting/cold/fire in hell difficulty, and higher if possible. However, this is all dependant upon personal preference/play style, and whether or not you play hardcore.

    For a vamp build, you'll probably need to include 10-20 mana leech minimum to keep up with a level 20 FA, mostly depending on the damage of your bow.

    Hopefully this is somewhat helpful in choosing your equipment. As I mentioned, I haven't played around much with lots of the rare items, so I haven't included too many in here. It is easy to make a very successful FA build using the equipment in this guide. I'm sure that some of the new runewords would be quite helpful as well, but I'm not rich, and haven't made any of the new runewords(though I'm looking for a nice weapon to put a crescent moon in). Thus, I can't really evaluate how good these are, though if you can put one together, I'm sure that you could easily incorporate them into the build.
     
  6. ondergetekende

    ondergetekende IncGamers Member

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    This is a very nice guide! Thanks for writing it.
    I only miss two things in the equipment part:
    Helm: Nightwing's Veil (+cold damage, +skills)
    And cold facets are mentioned nowhere.
     
  7. Freyas

    Freyas IncGamers Member

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    Thanks a lot. I'll use this and see if I can include any updated information since I wrote this and then start up a new thread to be sticked.
     
  8. Quietus Meus

    Quietus Meus IncGamers Member

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    Also, an option that you didn't seem to cover... runewords. I've always been partial, when playing a bowazon of any sort, to the runeword Smoke. Nef+Lum in armor, and you get 50% res all. Also gives +10 energy, for mageazons. Not perfect, but cheap and easy to do.
     

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