Matriarch Lena – Pit-Running WWS Strafer


Diabloii.Net Member
Matriarch Lena – Pit-Running WWS Strafer

I love the idea of running the Pit. The problem, though, is that I had never built a character really geared toward running that area, and I tended to deal with far too many S&Es and deaths using the characters I already had available. I had also never built a pure strafer. So to kill two birds with one stone, I created Lena, a strafer designed to MF the Pit (at low players settings). Here are the results.


Name: Lena
Class: Amazon
Experience: 1254386908
Level: 87


Strength: 79/105
Dexterity: 291/352
Vitality: 140/150
Energy: 15/15
HP: 642/722
Mana: 144/184
Stamina: 290/290
Defense: 72/1427
AR: 8219
Damage: Normal (MA): 858-1400
Strafe: 736-1197
Multiple Shot: 643-1050

MF: 250
Block: 48
GF: 155
FR/W: 55
FHR: 32
IAS: 65
FCR: 0
Pierce: 102


Fire: 138/98/38
Cold: 131/91/31
Lightning: 139/99/39
Poison: 105/65/5

Skills (no plus skills except for valk pre-buff):

20 – Strafe
20 – Penetrate
20 – Valkyrie (cast at 23 on ‘Harmony’ switch)
15 – Multiple Shot
9 – Pierce
5 – Critical Strike
9 – Pre-requisites

98 total – done at level 87


Short version:

Helm: Stealskull socketed with Camphor JoF (50% MF, 25% IAS, 7% resist lightning)
Amulet: The Cat’s Eye
Weapon: Perfect Upped Witchwild String socketed with Realgear Jewel of Carnage and Ruby Jewel of Carnage (232% ED, +30 max damage)
Armor: Tal Rasha’s Guardianship socketed with perfect topaz
Gloves: Crafted Hitpower gloves (25% fire res, 20% IAS, KB, +9 strength)
Ring: Ravenfrost (19/228)
Belt: Razortail
Ring: Rare with 5% life leech, AR, cold and poison res
Boots: 31% War Traveler

Switch weapon: Harmony Diamond bow for transportation and valk pre-buff

Long version:
Lena's Stealskull
Defense: 234
Durability: 24 of 24
Required Level: 35
Required Strength: 59
Fingerprint: 0x2148d7b0
Item Level: 87
Version: Expansion 1.10+
+25% Increased Attack Speed
+10% Faster Hit Recovery
5% Mana stolen per hit
5% Life stolen per hit
+221% Enhanced Defense
Lightning Resist +7%
50% Better Chance of Getting Magic Items

1 Sockets (1 used)

Socketed: Camphor Jewel of Fervor

Camphor Jewel of Fervor
Required Level: 31
Fingerprint: 0x2aa8eea0
Item Level: 85
Version: Expansion 1.10+
+15% Increased Attack Speed
Lightning Resist +7%

The Cat's Eye
Required Level: 50
Fingerprint: 0x6e0fd7fb
Item Level: 87
Version: Expansion 1.10+
+30% Faster Run/Walk
+20% Increased Attack Speed
+100 Defense
+100 Defense vs. Missile
+25 to Dexterity

Lena's Tal Rasha's Guardianship
Lacquered Plate
Defense: 856
Durability: 55 of 55
Required Level: 71
Required Strength: 34
Fingerprint: 0x13f37a04
Item Level: 85
Version: Expansion 1.10+
+400 Defense
Cold Resist +40%
Lightning Resist +40%
Fire Resist +40%
Magic Damage Reduced by 15
112% Better Chance of Getting Magic Items
Requirements -60%

Set (2 items): +10% Faster Cast Rate

1 Sockets (1 used)

Socketed: Perfect Topaz

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Raven Frost
Required Level: 45
Fingerprint: 0xde066c5c
Item Level: 87
Version: Expansion 1.10+
+228 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+19 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Stone Whorl
Required Level: 43
Fingerprint: 0xb9d164b7
Item Level: 86
Version: Expansion 1.10+
+114 to Attack Rating
5% Life stolen per hit
+22 to Life
Cold Resist +18%
Poison Resist +9%

Sharkskin Belt
Defense: 105
Durability: 14 of 14
Required Level: 32
Required Strength: 20
Fingerprint: 0xc4ac843e
Item Level: 87
Version: Expansion 1.10+
Piercing Attack
+10 to Maximum Damage
+144% Enhanced Defense
+15 Defense
+15 to Dexterity
Attacker Takes Damage of (Based on Character Level) 87

Pain Hand
Chain Gloves
Defense: 8
Durability: 16 of 16
Required Level: 59
Required Strength: 25
Fingerprint: 0x2d2deb94
Item Level: 96
Version: Expansion 1.10+
5% Chance to cast level 4 Frost Nova when struck
+20% Increased Attack Speed
+9 to Strength
Fire Resist +25%
Attacker Takes Damage of 4
Repairs 1 Durability in 20 Seconds

War Traveler
Battle Boots
Defense: 136
Durability: 48 of 48
Required Level: 42
Required Strength: 95
Fingerprint: 0xeb19585e
Item Level: 87
Version: Expansion 1.10+
+25% Faster Run/Walk
Adds 15 - 25 Damage
+185% Enhanced Defense
+10 to Strength
+10 to Vitality
40% Slower Stamina Drain
Attacker Takes Damage of 8
31% Better Chance of Getting Magic Items
+30 Maximum Durability

Lena's Witchwild String
Diamond Bow
Two Hand Damage: 109 - 162
Durability: 21 of 40
Required Level: 65
Required Strength: 89
Required Dexterity: 132
Fingerprint: 0xf9fd140f
Item Level: 87
Version: Expansion 1.10+
2% Chance to cast level 5 Amplify Damage on striking
Fires Magic Arrows
232% Enhanced Damage
+30 to Maximum Damage
87% Deadly Strike (Based on Character Level)
All Resistances +40
Required Level +7

2 Sockets (2 used)

Socketed: Ruby Jewel of Carnage

Socketed: Realgar Jewel of Carnage

Ruby Jewel of Carnage
Required Level: 58
Fingerprint: 0xb6afa57d
Item Level: 80
Version: Expansion 1.10+
32% Enhanced Damage
+15 to Maximum Damage

Realgar Jewel of Carnage
Required Level: 37
Fingerprint: 0xa25eeadb
Item Level: 80
Version: Expansion 1.10+
30% Enhanced Damage
+15 to Maximum Damage

Diamond Bow
Two Hand Damage: 112 - 134
Durability: 33 of 40
Required Level: 54
Required Strength: 89
Required Dexterity: 132
Fingerprint: 0x3b25339f
Item Level: 79
Version: Expansion 1.10+
Level 10 Vigor Aura When Equipped
214% Enhanced Damage
+9 to Minimum Damage
+9 to Maximum Damage
Adds 55 - 160 Fire Damage
Adds 55 - 160 Lightning Damage
Adds 55 - 160 Cold Damage Over 3 Secs (85 Frames)
+4 to Valkyrie
+10 to Dexterity
Regenerate Mana 20%
+2 to Mana after each Kill
+2 to Light Radius
Level 20 Revive (25/25 Charges)

4 Sockets (4 used)

Socketed: Tir Rune

Socketed: Ith Rune

Socketed: Sol Rune

Socketed: Ko Rune

Tir Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: +2 to Mana after each Kill
Armor: +2 to Mana after each Kill
Shields: +2 to Mana after each Kill

Ith Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: +9 to Maximum Damage
Armor: 15% Damage Taken Goes To Mana
Shields: 15% Damage Taken Goes To Mana

Sol Rune
Required Level: 27
Version: Expansion 1.10+
Weapons: +9 to Minimum Damage
Armor: Damage Reduced by 7
Shields: Damage Reduced by 7

Ko Rune
Required Level: 39
Version: Expansion 1.10+
Weapons: +10 to Dexterity
Armor: +10 to Dexterity
Shields: +10 to Dexterity


Short Version:

Assortment totaling 457 AR, 57% MF, 155% GF, All res 3%, lightning res 19%, poison res 23%, 7 strength, 2 dex, 28 life, 22% FHR, 7-10 cold damage, 1-26 light damage, 15 poison damage

Long version:

Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x7387a5b0
Item Level: 87
Version: Expansion 1.10+
112% Extra Gold from Monsters
Reduces all Vendor Prices 10%
36% Better Chance of Getting Magic Items

Steel Grand Charm of Greed
Grand Charm
Required Level: 35
Fingerprint: 0x38b1d2eb
Item Level: 86
Version: Expansion 1.10+
+117 to Attack Rating
33% Extra Gold from Monsters

Amber Small Charm of Strength
Small Charm
Required Level: 32
Fingerprint: 0x49921546
Item Level: 62
Version: Expansion 1.10+
+2 to Strength
Lightning Resist +10%

Coral Small Charm of Sustenance
Small Charm
Required Level: 20
Fingerprint: 0x77246b01
Item Level: 80
Version: Expansion 1.10+
+13 to Life
Lightning Resist +9%

Steel Small Charm of Sustenance
Small Charm
Required Level: 49
Fingerprint: 0x94c8878f
Item Level: 82
Version: Expansion 1.10+
+33 to Attack Rating
+15 to Life

Shimmering Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0x2ed9899f
Item Level: **
Version: Expansion 1.10+
+5% Faster Hit Recovery
All Resistances +3

Iron Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x79702af
Item Level: 83
Version: Expansion 1.10+
+14 to Attack Rating
6% Better Chance of Getting Magic Items

Boreal Small Charm of Dexterity
Small Charm
Required Level: 58
Fingerprint: 0x8f05f84
Item Level: 80
Version: Expansion 1.10+
Adds 7 - 10 Cold Damage Over 1 Secs (25 Frames)
+2 to Dexterity

Bronze Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0xcf616f05
Item Level: 80
Version: Expansion 1.10+
+4 to Attack Rating
5% Better Chance of Getting Magic Items

Bronze Small Charm of Storms
Small Charm
Required Level: 37
Fingerprint: 0xa1a3d016
Item Level: 79
Version: Expansion 1.10+
+12 to Attack Rating
Adds 1 - 26 Lightning Damage

Septic Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0xde72b91b
Item Level: 59
Version: Expansion 1.10+
Adds 15 Poison Damage Over 3 Secs (75 Frames)
4% Better Chance of Getting Magic Items

Bronze Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0x7c8e4b2f
Item Level: 59
Version: Expansion 1.10+
+5% Faster Hit Recovery
+11 to Attack Rating

Jade Grand Charm of Balance
Grand Charm
Required Level: 15
Fingerprint: 0x22e13750
Item Level: 38
Version: Expansion 1.10+
+12% Faster Hit Recovery
Poison Resist +23%

Steel Large Charm of Greed
Large Charm
Required Level: 44
Fingerprint: 0xc09bee05
Item Level: 82
Version: Expansion 1.10+
+71 to Attack Rating
10% Extra Gold from Monsters

Iron Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xc851a81d
Item Level: 80
Version: Expansion 1.10+
+13 to Attack Rating
6% Better Chance of Getting Magic Items

Steel Grand Charm
Grand Charm
Required Level: 35
Fingerprint: 0x8e203d95
Item Level: 86
Version: Expansion 1.10+
+112 to Attack Rating

Steel Large Charm of Strength
Large Charm
Required Level: 44
Fingerprint: 0x6a8e6f9a
Item Level: 66
Version: Expansion 1.10+
+70 to Attack Rating
+5 to Strength


Short version:

A2 NM Offensive
Tal’s Mask
Duriel’s Shell
The Reaper’s Toll

Long version:

Name: Razan
Race: Desert Mercenary
Type: Off-Nightmare
Experience: 79938558
Level: 87
Dead?: false


Strength: 190/205
Dexterity: 153/153
HP: 1847/1994
Defense: 1359/2129
AR: 1937/1937

Fire: 186/146/86
Cold: 216/176/116
Lightning: 186/146/86
Poison: 186/146/86

Duriel's Shell
Defense: 662
Durability: 45 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x27af1fa
Item Level: 87
Version: Expansion 1.10+
+173% Enhanced Defense
+108 Defense (Based on Character Level)
+15 to Strength
+87 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
+100 Maximum Durability

Tal Rasha's Horadric Crest
Death Mask
Defense: 108
Durability: 18 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x871ed17c
Item Level: 87
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+60 to Life
+30 to Mana
All Resistances +15

The Reaper's Toll
Two Hand Damage: 37 - 444
Durability: 54 of 65
Required Level: 75
Required Strength: 114
Required Dexterity: 89
Fingerprint: 0x85ea814c
Item Level: 99
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
215% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 0 Secs (7 Frames)
13% Life stolen per hit
33% Deadly Strike
Requirements -25%

Also I periodically dusted off a Goblin Toe and Kelpie Snare for boss fights.

Questing, thoughts, etc:

I never really expected a character with 700 life to seem this safe. Sure, I did die twice, but unless I really got caught out of position, I rarely ever felt in any real danger. The Valkyrie was a fantastic tank and helped take a lot of the heat off the merc, which I think is a key to this build because this strafer was not a very fast killer in tougher areas, meaning that the tanks had to hold up a little longer than usual. I preferred to level Valk rather than Decoy (giving Valk a life synergy) as I didn't feel a need for Decoy and I liked the Valkyrie getting her gear upgrades. My first death was caused by the Hell Gidbinn quest monster pack spawning directly on top of my face. They weren’t particularly dangerous but I took several hits simultaneously and was dead before I even realized what had happened. The second death was a OHKO from a PI Hell Temptress unique in hell WSK hitting me with a death ball while amped. Other than those two instances, everything else was pretty manageable. I played Normal and Nightmare on /p8 and Hell on /p3. I wore the Arctic Gear set until level 28, at which point I equipped Skystrike and took on Duriel. That bow is fantastic for twinking a bowazon, and easily carried me until I could equip a regular WWS with two +13 max damage jewels at level 39. That bow dealt plenty of damage until I could equip my end-game weapon at level 65 (see below for a note on this).

I chose to invest heavily in both Strafe and Multiple Shot, and I don’t regret it one bit. Multi was great for thinning out large or diffuse packs while strafe was good for tougher or fewer foes, or when large groups were lined up tight in interior spaces, or had been thinned out first by Multi. Strafe was also useful for scouting ahead, hitting multiple slow movers scattered in various directions around me, and keeping dolls at bay. Few, fast moving enemies in wide open areas were irritating generally due to their ability to move out of the way of strafe arrows, while generally not providing enough mana from leech when using Multi. Vampires were probably the worst with this. To deal with immunes, WWS comes with a built-in level 20 Magic Arrow. Not the quickest killer, but it was great to blast away with Magic Arrow until Amp went off and then fire a strafe volley or two before the Amp was overrode by Decrepify from the merc. Generally, Amp lowered PIs resistance enough for strafe to outpace magic arrow, whereas Decrepify-broken PI resulted in my strafe arrows barely making a dent, thus having me prefer magic arrow until Amp proc’d, but with only a 2% CTC Amp, the enemies were often dead from MA before Amp went off anyway.

So, Witchwild String – the little bow that could. Most are well aware of the benefits (and drawbacks) of this bow, but I’d like to add my experiences to the discussion. Since I don’t have a WF or Faith, and I wanted to make a relatively affordable MFer anyway, WWS seemed like a great option. I had a perfect (170% ED) WWS lying around, so I decided to splurge on some nice jewels to see just how much damage I could squeeze out of it. I traded for a 30/15 Realgear Jewel of Carnage (Thanks @Zylo!) and found a 32/15 Ruby Jewel of Carnage with my newly-minted LK runner Marina; something about solid %ED with an even +30 to max damage just sounded nice, so in they went! As an aside, due to the relatively low and tight damage range of a Diamond Bow, these two jewels together slightly out-damage 2x Ohm, so that’s neat. The end product was 232% ED, +30 max damage, and 87% deadly strike – not bad at all! When you consider the level 20 Magic Arrow, 2% CTC Amp, and the scaling deadly strike, this bow can also save a lot of skill points from PI solutions and Critical Strike (my actual chance to do double damage is sitting at ~92% right now - so only gaining on average ~1% more double damage per CS point). This was largely what allowed me to use both Strafe and Multiple Shot effectively while still hitting 100% pierce, maxing penetrate, and having a maxed (unsynergized) Valkyrie. Lots of delicious mods on this bow, indeed. With the jewels I added, it did plenty of damage for comfortable and fast /p3 Pit runs, but even at /p3 it still wasn’t quite hefty enough for some of the tougher areas such as late Act 5 in Hell. It does the job, but it’s no Windforce, there’s no question about that. 40% res all is just a great bonus, due to bowazons already having so much trouble with resistances.

Here is what the bow looked like before upping, here it is after upping, and here it is with the jewels. One question for the audience – why, after upping to a Diamond Bow and getting the expected level requirement of 61, upon adding two jewels with a highest level requirement of 58, did the requirement to use the bow go up again, to 65? I have no idea what interaction is causing that, so any insight would be appreciated!

As for other gear choices, I focused on MF and IAS first, with secondary considerations to FRW, pierce, and resistances. The Cat’s Eye is perfect for its 20% IAS, 30% FRW, and +25 dex. Due to the DS on WWS, Highlord’s wasn’t even seriously considered in this spot. For gloves, it was hard to not use Laying of Hands, but as I don’t yet have Giant Skull, and I seriously wanted knockback for this build (not regretted for an instant! What a great CC mod and merc saver – no piles of ghosts chewing him up when they’re constantly getting knocked back), I set about crafting some KB/20% IAS gloves. In planning gear, I only cared about those two mods together and anything else was gravy. Although I didn’t score any nice gloves with MF (and a level req <95 :rolleyes:), I did get my current pair with a very welcome 25% fire res and a nice strength boost. Stealskull was the perfect helm with dual leech, IAS, FHR, and MF – this helm almost feels custom built for a MFing strafer (thanks @hackedagainanda for trading me the 50%er!). Add in an IAS jewel and that’s 25% IAS, plus a little lightning resistance on top. War Traveler is always great for bowazons with that nice +15-25 damage and often-hard-to-come-by-on-bowies MF. Tal’s armor ended up being a pretty key piece of equipment for this build, as it accounts for nearly half the total MF and provides some desperately needed resistances to get in the ~33% range (what I consider fairly minimal for fire and light, even for a nice safe bowazon). Razortail for +dex, +damage, and to reach 100% pierce, Ravenfrost for CBF, +dex, and AR, and an AR/life leech/resists ring helped round out the rest of the gear. Total MF = 250%, with good (bowazon) resistances, 65% IAS to hit the 8 frame (63%) Multishot and Magic Arrow, and 5/3/7 strafe (56%), breakpoints, 32% FHR (7 frames), minimal D/A/E shenanigans (no +skills), and ~8.2k AR – good enough for >80% CTH in the Pit. I did find AR to be a bit of an issue with no AR boosters besides Penetrate, but I focused heavily on that in charms and it did the trick well enough.

I really went back and forth on how to effectively design this character for quite a while before settling on the current build. The “other” 3 piece Tal’s combo (Mask, Armor, Belt) was considered, but that would cost me additional points in Pierce (and only 80-85% pierce total rather than 100%) and some FHR, while adding some resistances and extra leech, and roughly breaking even on MF. Plus having to look at that damn mask all the time. It was a really close call, but in the end 100% pierce was probably the deciding factor as everything else was so close.

Alright, I think that’s about it for analysis. Finds were rather scant, with the major exception being a Crown of Ages found during a couple of quick test Pit runs before proceeding with the rest of Hell. Hellforges were Io in NM and Pul in Hell. I also found Gull, Fal, Fal, Lem, a Captains GC, Fletcher’s GC, Sparking GC, Windhammer, Viperfork, 4os Rune Master, some decent MF/IAS gloves, 15% DR SoE, and a boatload of normal and exceptional sets and uniques. As I tend to be easily entertained, here is a redundant redundancy. This was a delightful situation with 3 unique Unravelers in this room, and 1-2 more in adjacent corridors. That situation took a while to whittle down safely. Shooting through doors at Decrepified enemies was especially satisfying. I rolled non-cursed ancients and the fight was easy enough once I got Talic separated and my merc and valk could tank the other two while I fired away, before dealing with Talic as a group (yes I know Madawc is still alive in this pic). Hell WSK was quite tough, and Baal himself was a nightmare until I gave the merc Kelpie. Here is the LCS with Strafe and Multishot (with Might). Don’t forget the 92% chance to deal 2x damage!

Well, this makes character #5 of what has evolved into a “family sept” for me. Sure, there are only 5 of us in my family, but using a couple of female names we were kicking around before finding out our boys’ genders made creating a couple more characters easy enough. The last two will be a trap-laying assassin (my wife… fortunately she has a good sense of humor and laughed when I told her what character and build she was going to get) and a fishymancer (didn’t want any of my boys to be a creepy necro, so I'll take that hit), both very well-geared with >400% MF, but I’m currently on the fence about writing them up due to the extreme cookie cutter aspect each will possess… we shall see. I’m also slowly working on an untwinked bowazon, so I may do a WT with that char and eventually consider moving her to the untwinked 99er thread (similar to @sir_cyclops and his trapper).

Well, as always this is a bit long-winded so if you’re still here, thanks for reading! Questions and comments welcomed.


Diabloii.Net Member
Nice write up! Put the Harmony Diamond Bow on the Necro for some really fast minions. I loved my summoner with Harmony and teleport charges on a tiara: no more waiting around for your brainless friends to figure out what to hit.


Diabloii.Net Member
@galtwish Thanks! That's an interesting idea with the Harmony on a summoner; the problem is that I already want about 4 weapon swaps as-is so I don't think it'll be standard gear for me, but I might give it a shot. Right now I intend to have a summoning swap and a corpse-popping swap. I also wouldn't mind a 'Beast' swap and a CTA swap, but we're only allowed two! :p


Diabloii.Net Member
As usual, excellent write-up! I'm looking forward to what you come up with for the assassin and creepy necro.

I'm always a fan of Pat/Mat threads, no matter how cookie cutter. Even though this game is as old as it is, there are still some builds left for me to try. Hearing someone's perspective on a build you might be on the fence about, might be that little encouragement needed to finally do one yourself.


Diabloii.Net Member
Thanks all.

@Kitteh I always have conflicting thoughts about WWS - it does have a ton going for it, but it doesn't really specialize in any one area (high damage, high attack speed, etc) so in some ways it feels like a novelty - but it sure is fun nonetheless.

@zemaj Thanks! I suppose I should clarify a little bit - even with strafe, the Amp did not proc very reliably and so despite frequently being overridden by the Reaper's decrep, without Reaper's it would largely be like playing without either of those curses. I also would have valued the amp even more if WWS didn't have such a convenient built-in PI solution. As for the crowd control aspect, no I don't think it was necessary with two tanks and knockback, but it certainly didn't hurt. The biggest thing was how consistently it boosted my damage. I definitely could have used some more CB from the party though, but since Kelpie is so good at locking down bosses, the Goblin Toe swap was pretty good for cutting out chunks of life quickly early in those fights.

@Zylo Thank you sir. I appreciate the feedback about the pat/mat threads, especially with respect to cookie cutters. I'll probably go ahead and do the write-ups as I genuinely enjoy doing them and it's one of the rewards for me upon finishing a character; it's just that they are a fair amount of work (the way I do them, at least) and if there's not much interest, it wouldn't be as worth-while.


Diabloii.Net Member
Yeah, especially with those jewels. It was pretty cool to see that the damage eclipsed 2x Ohm. I doubt there are many WWS left out there with higher damage at this point...


Diabloii.Net Member
Great read, makes me want to try something with WWS as well. ;) A while ago I made this P7 Pit running Bowazon, admittedly using MS (and some fancy stuff), but generally I enjoyed playing her a lot, whereas previously I hadn’t played bowies in years.

This makes me want to go for a Strafer too, though I’m not sure for which target. Travincal maybe? :)


Diabloii.Net Member
@ffs That's a very cool zon; it seems like it's hard to get competitive times for bowies in most categories. I think the reason is usually that to have competitive travel times, you need teleport (Enigma), and to have competitive kill speeds, you need Fortitude. I think this might be true in Travincal as well, and beyond that you need to worry about not drawing stray mobs toward you as Strafe is auto-aim and the you'll waste time shooting meaningless enemies. Generally I think strafers really benefit from dungeon-type areas where enemies can be easily funneled and don't have many wide open spaces to spread out in.