Crazy Runner Guy
Diabloii.Net Member
Introducing Matriarch Shadow
Yes, another one from me. She had been sitting in Act 3 hell for a while, so I fixed up some of her gear and completed the last 3 acts over the past two weeks, with Act 5 cleared this morning. She's Pat/Mat #10.
Matriarch Shadow
Assassin
DTail+TS/Trapper
clvl 82
Bartuc's Cut Throat (190/8%LL /w Eth rune)
Dracul's Grasp
Ravenfrost
Thundergod's Vigor
4/4 dual leech ring with other mods (only mana leech on gear!)
Stormshield /w p-diamond
The Cat's Eye
Kira's Guardian /w Ral rune (86/56/56/56 res all)
Lionheart Archon Plate
and my Size Twelves,
Shadow's Gore Rider
Myrmidon Greaves
Defense: 174
Durability: 34 of 34
Kick Damage: 83 to 149
Required Strength: 156
Required Level: 72
Item Version: 1.10 Expansion
Item Level: 87
Fingerprint: 0x5ada07cd
+20 to Maximum Stamina
+182% Enhanced Defense
+10 Maximum Durability
Requirements -25%
Required Level +7
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike
Weapon switch: +2 assassin and +3 shadow claws (two claws, not one)
6 MA skillers in inventory
8 sc's with res (8-11% individual)
Defense /w merc: 5158
DTail /w 3 TS charge: 16,000-25,000 damage
LS: 1-1230
DS: 1-1040
DTail AR /w 3 TS charge: 7969 (about 80% to hit not counting the Eth rune)
Merc: Act 2 Hell Defensive:
Hone Sundan (/w 3x Amn) or Kelpie Snare (for ancients and Lister)
Duriel's Shell or Shaftstop (for ancients and Lister)
Tal Rasha's Horadric Crest
Defense: 6249
Stats: Base/With Items
STR: 91/202
DEX: 113/190
Vita: 276/316
NRG: 25/35
Life: 1295
Mana: 237
Resistances
Fire: 75
Cold: 75
Lighting: 85
Poison: 75
Skills:
TS: 20 (28)
DTail: 20 (28)
Lightning Sentry 20/22
Death Sentry 18/22
Mind Blast: 1
BoS: 1
SM: 1
D Flight: 1
Cobra Strike: 1
Pre-req's: 1
So I had this character sitting for a long time and I wanted to finish her off. So I did. She was incredibly fun to play, and only had one death that I can remember, in Act 5 Hell, to a Succubi boss (the PI kind) that was magic resistent (and thus LI and FI, my two main attacks) FE and LE. I had her seperated from her pack in the WSK, and I knew she was going to hurt if she hit me with a bolt (even with the absorb and 85% LR). Well, I got her down to 1/4 life, and then I took a few bolts and BOOM! i'm dead. Great, I thought, so I ran back to get my body, and then slowly killed her. She was dead quite shortly though.
The Ancients were very easy in hell. I was only afraid of FE, curse and fanat, and they spawned with none of those. My merc died very quickly, but he managed to hit Talic (Whirler) with the snare, so he was slowed. All of the ancients were LI, and thus immune to my traps. Talic was FI, so he would be killed with no splash damage from Dtail.
Anyways, the fight took about 5 minutes, but my life never dropped below 3/4. The lifetap from Drac's Grasp was keeping me up, and all of the time I just hit 3 TS and released. It was a very easy fight. I didn't even use a potion on myself.
The WSK was also quite easy, although in the 3rd level I spawned Frenzytaurs (Fire immune), flayer shooting thingys and the PI succubi. It was a long level, but I did get through it by using LS and Cloak of Shadows.
The Throne was another story though. Things went from difficult to deadly when the throne was Amp'ing Succubi, Gloams and more Frenzytaurs. I didn't die, but my merc did a couple times. I guess the dual boss pack of Gloams and Succubi, one of which had Holy Freeze just was too much for him.
Every wave took about 15 seconds except lister. For a long time I had been semi scared of that fight, because every one of his minions was FI.
So I drew them towards the entrance of the actual throne room, let my merc slow them and blasted away with TS/Dtail while I had Traps going. Again, it took a while, but I was never in any real danger, and they all succumbed after a few minutes.
Baal, as usual, was a pansy. I didnt' use a health pot for myself or my merc, and I wouldn't of had to use a mana pot if I didn't use my traps.
And now the analysis:
1. Assassins are probably the most versatile characters in the game, able to deal 3 types of damage with this particular build.
2. Only a Necromancer is better and shutting down ranged attackers. My zerk barb came close with Taunt+War Cry, Cloak of Shadows is rediculously powerful.
3. Non FI monsters die with one fully charged DTail, even in act 5 Hell. I could have run on a higher players setting, but I wanted to finish the game.
4. Have I mentioned how versatile this character was?
5. Kira's Guardian is gosu. Just absolutely fabulous. It is definately an under rated piece of headgear.
6. This build needs NO mana leech. Cobra strike can fuel the entire build with ease.
7. Mind Blast is a savior.
8. Everyone should attempt this build. It's that damn good!
Special Thanks to Wildjinn who inspired me to build this character with his guide, which was written a long time ago.
crg
Yes, another one from me. She had been sitting in Act 3 hell for a while, so I fixed up some of her gear and completed the last 3 acts over the past two weeks, with Act 5 cleared this morning. She's Pat/Mat #10.
Matriarch Shadow
Assassin
DTail+TS/Trapper
clvl 82
Bartuc's Cut Throat (190/8%LL /w Eth rune)
Dracul's Grasp
Ravenfrost
Thundergod's Vigor
4/4 dual leech ring with other mods (only mana leech on gear!)
Stormshield /w p-diamond
The Cat's Eye
Kira's Guardian /w Ral rune (86/56/56/56 res all)
Lionheart Archon Plate
and my Size Twelves,
Shadow's Gore Rider
Myrmidon Greaves
Defense: 174
Durability: 34 of 34
Kick Damage: 83 to 149
Required Strength: 156
Required Level: 72
Item Version: 1.10 Expansion
Item Level: 87
Fingerprint: 0x5ada07cd
+20 to Maximum Stamina
+182% Enhanced Defense
+10 Maximum Durability
Requirements -25%
Required Level +7
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike
Weapon switch: +2 assassin and +3 shadow claws (two claws, not one)
6 MA skillers in inventory
8 sc's with res (8-11% individual)
Defense /w merc: 5158
DTail /w 3 TS charge: 16,000-25,000 damage
LS: 1-1230
DS: 1-1040
DTail AR /w 3 TS charge: 7969 (about 80% to hit not counting the Eth rune)
Merc: Act 2 Hell Defensive:
Hone Sundan (/w 3x Amn) or Kelpie Snare (for ancients and Lister)
Duriel's Shell or Shaftstop (for ancients and Lister)
Tal Rasha's Horadric Crest
Defense: 6249
Stats: Base/With Items
STR: 91/202
DEX: 113/190
Vita: 276/316
NRG: 25/35
Life: 1295
Mana: 237
Resistances
Fire: 75
Cold: 75
Lighting: 85
Poison: 75
Skills:
TS: 20 (28)
DTail: 20 (28)
Lightning Sentry 20/22
Death Sentry 18/22
Mind Blast: 1
BoS: 1
SM: 1
D Flight: 1
Cobra Strike: 1
Pre-req's: 1
So I had this character sitting for a long time and I wanted to finish her off. So I did. She was incredibly fun to play, and only had one death that I can remember, in Act 5 Hell, to a Succubi boss (the PI kind) that was magic resistent (and thus LI and FI, my two main attacks) FE and LE. I had her seperated from her pack in the WSK, and I knew she was going to hurt if she hit me with a bolt (even with the absorb and 85% LR). Well, I got her down to 1/4 life, and then I took a few bolts and BOOM! i'm dead. Great, I thought, so I ran back to get my body, and then slowly killed her. She was dead quite shortly though.
The Ancients were very easy in hell. I was only afraid of FE, curse and fanat, and they spawned with none of those. My merc died very quickly, but he managed to hit Talic (Whirler) with the snare, so he was slowed. All of the ancients were LI, and thus immune to my traps. Talic was FI, so he would be killed with no splash damage from Dtail.
Anyways, the fight took about 5 minutes, but my life never dropped below 3/4. The lifetap from Drac's Grasp was keeping me up, and all of the time I just hit 3 TS and released. It was a very easy fight. I didn't even use a potion on myself.
The WSK was also quite easy, although in the 3rd level I spawned Frenzytaurs (Fire immune), flayer shooting thingys and the PI succubi. It was a long level, but I did get through it by using LS and Cloak of Shadows.
The Throne was another story though. Things went from difficult to deadly when the throne was Amp'ing Succubi, Gloams and more Frenzytaurs. I didn't die, but my merc did a couple times. I guess the dual boss pack of Gloams and Succubi, one of which had Holy Freeze just was too much for him.
Every wave took about 15 seconds except lister. For a long time I had been semi scared of that fight, because every one of his minions was FI.
So I drew them towards the entrance of the actual throne room, let my merc slow them and blasted away with TS/Dtail while I had Traps going. Again, it took a while, but I was never in any real danger, and they all succumbed after a few minutes.
Baal, as usual, was a pansy. I didnt' use a health pot for myself or my merc, and I wouldn't of had to use a mana pot if I didn't use my traps.
And now the analysis:
1. Assassins are probably the most versatile characters in the game, able to deal 3 types of damage with this particular build.
2. Only a Necromancer is better and shutting down ranged attackers. My zerk barb came close with Taunt+War Cry, Cloak of Shadows is rediculously powerful.
3. Non FI monsters die with one fully charged DTail, even in act 5 Hell. I could have run on a higher players setting, but I wanted to finish the game.
4. Have I mentioned how versatile this character was?
5. Kira's Guardian is gosu. Just absolutely fabulous. It is definately an under rated piece of headgear.
6. This build needs NO mana leech. Cobra strike can fuel the entire build with ease.
7. Mind Blast is a savior.
8. Everyone should attempt this build. It's that damn good!
Special Thanks to Wildjinn who inspired me to build this character with his guide, which was written a long time ago.
crg