Input needed on anti-caster pvp kicker build (Mageslayer) I am trying to develop a new variant of the popular pvp kicker build, and I could use some input. The following information is not intended as a guide but as a starting point to get some feedback from those of you with way more pvp experience than I have. Introduction The primary goal of this build is to make a pvp sin that will specialize in fighting casters. Initially, the build will be focused on sorceresses, but I hope to make it viable against all types of casters. I do not plan to fight melee chars with this build, so I am not concerned about weaknesses in that area. Given this focus, the build will be c/c. The ability to block magic attacks, especially while running, is simply too good to pass up. An important constraint in designing this build is that I do not want more than 1 point in any particular trap skill. I am not interested in building a trapper or a hybrid. Trappers are great but involve an entirely different build. IMO, hybrids are too weak to be effective against players used to dueling trappers. The sacrifices one must make in a hybrid result in underpowered traps or a lack of important shadow skills. Thus, if traps are used in this build, it is only for stun-lock. Skills My tentative plan for skills can be divided into core skills and secondary skills. As I see it, the core skills are absolutely essential and cannot be modified. On the other hand, the secondary skills involve much more flexibility (and also less certainty on my part). Core Skills The core skills for this build are: Dtalon - 20 points This is the main attack just like in all pvp kicker builds. Weapon Block - 8 to 15 points The goal is to reach slvl 26 after all +skill items, giving 60% block. Mind Blast - 1point+ Everyone agrees that MB is one of the most important strengths of playing a sin. If my plan was to make a well-rounded pvp sin who could duel melee chars too, I would put as many points as possible here and not doubt its utility for a second. With this anti-caster build, I have not yet figured out how many points are necessary here. Dflight - 1 point (or 20) Having 1 point in Dflight is essential, but maxing this skill may be useful. Honestly, I havenâ€™t made up my mind here yet and need to do more testing. Clearly, pumping Dflight gives you a large increase in damage and offers the potential to drain a significant amount of life on your fist hit. The difficulty is that if you max this, you are giving up a secondary skill that may end up being more useful. Shadow Master - 1 point Little more than a distraction in 1.10, but still useful enough for 1 point. Secondary Skills Secondary skills include: BoS - 1 point One point here should be plenty with +skills. Although it seems obvious that one should use fade instead of BoS when fighting a sorc, it actually seems to depend on where you are fighting. In norm, r/w speed seems more important because your resists will already be maxed. If you are fast enough, it becomes very difficult for the sorc to even hit you. Once you get to nightmare and hell, fade will become much more necessary. Fade - 1 point+ Assuming that duels will take place in hell or nightmare, having at least 1 point in fade is necessary for the added resistances. However, it is not yet clear to me how many points will ultimately be needed here. Since the build is designed to go against casters, it seems that fade is a potential skill to max. Tentatively, my plan is to put enough points in fade to bring my resistances to a reasonable level with all my gear on. Since I am still collecting resist charms, I havenâ€™t yet figured out what that number will be. Venom - 0 or 20 points This one is a big controversy, not just for me but for this entire forum. I have been following the discussions here on venom for a couple months, and it is clear that there is no agreement. Some people swear by it and would put it under the core skills for any kicker. Others view it as worthless because of the pvp penalty and poison resist. Although I have been convinced by the many threads in this forum that maxing venom makes more sense than say maxing LS (without any synergies), I havenâ€™t put any points in it yet. Lightning Sentry or Wake of Fire - 1 point in one or the other Putting one point in either LS or WoF for the stun-lock seems wise. In general, WoF is preferred, but I wonder if LS might be a better choice for this particular build. Potential Builds Looking over the various skill possibilities, it seems that there are a few options to consider (probably some I havenâ€™t thought of yet). Option #1 In addition to the core skills above, max dflight and venom. This build would be about using dflight, venom, and a malice claw to make the most of that initial hit. Without a high investment in fade, it seems that this would have to be more of a hit-and-run style of play. My concern here is that the sorc would just keep casting blizzard or meteor on herself, making those dflights dangerous. Option #2 In addition to the core skills above, max fade and either dflight or venom. This would maximize resistances, permitting the sin to take some hits. With the dflight version, the focus is on the initial hit. With the venom version, you dflight in and dtalon while using fade as defense. Option #3 In addition to the core skills above, put 10-20 in MB and max venom or dflight. This would involve a different style of play that would be all about stun-locking the target first and then dflighting in for the attack. The concern here is that I am not sure how easy it would be to stun-lock a decent sorc. Gear The only specific recommendations Iâ€™ll give so far would be to use malice and jade claws. The resists from jade will help a lot, and malice gives you the open wounds. Otherwise, you are looking for resists, cannot be frozen, and absorb. I really donâ€™t see the gear being very different from what is recommended in the other guides except that resists become your most important concern.