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Shadow Master.

Discussion in 'Assassin' started by Evah, Sep 17, 2006.

  1. Evah

    Evah IncGamers Member

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    Shadow Master.

    we all know, that minimum lvl for a Valk when she bocomes reaoly usefull is 17 (IIRC she gets a rare lance and tiara) and then 27 (don't remembet her equip at this lvl though). so here are my questions.
    - what are level "breakpoints" for a Shadow Master?
    - what equip does she get? and finally, what are slvls of skills she uses and are they tied somehow to my skills accordingly?
    - do her skills get some synergie??
    - other tips about SM.
     
  2. Samsung

    Samsung Banned

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    Personally idon't think shadow master is ever really useful. Valk is a much better tank, and shadow master isn't that great of a summon period. I don't have any info for you xcept it's just a recastable wuss tank
     
  3. MegaTherion

    MegaTherion IncGamers Member

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    I don´t know if this helps you, but for me Shadow Master was always useful.
    I have 2 Assassins - Phoenix Striker and Kicassin, and I always put 15 - 20
    pts into Master. Shadow Warrior is the way for Trappers, cos she "mimic your
    skills".

    From my own exp, her favourite skills are Phoenix Strike Meteor and Lightning
    charge, Claws of Ice 3rd charge, Venom, Blade Shield, Mind Blast and Death Sentry.

    I like this cos of Mind Blast, which is good combo with Delirium and your
    Mind Blast, Death Sentry is very useful (you save your pts) and another
    good use is Dragon Flight - she teleports with you and spend her charges.

    I don´t think she gets some synergies, maybe, but really maybe from Rainbow
    Facet.

    MegaTherion
     
  4. nebux

    nebux IncGamers Member

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    assasin guide

    Q: What kind of equipment does my Shadow spawn with?

    A: SWarriors get all their bonuses at level one

    - Magical Blade Talon on their left hand
    - Magical Cestus on their right hand
    - Magical version of the your own armor's base item (e.g. if you wore a Spirit Shroud, they would spawn with a magical version of Ghost Armor)
    - Magical version of your own helm's base item

    At level 1, SMs spawn with

    - Superior Suwayyah/War Fist/Scissors Suwayyah on their right hand
    - Superior Battle Cestus/Runic Talon on their left hand
    - Superior version of your own armor's base item

    At level 5, SMs spawn with

    - Superior Bramble Mitts/Vambraces/Orge Gauntlets

    At level 6, SMs spawn with

    - Magical version of your own armor's base item
    - Magical version of your own helm's base item
    - Magical Bramble Mitts/Vambraces/Orge Gauntlets
    - Magical Suwayyah/War Fist/Scissors Suwayyah on their right hand
    - Magical Battle Cestus/Runic Talon on their left hand

    At level 9, SMs spawn with

    - Magical right ring

    At level 11, SMs spawn with

    - Rare version of your own armor's base item
    - Rare version of your own helm's base item
    - Rare right ring
    - Rare Bramble Mitts/Vambraces/Orge Gauntlets
    - Rare Suwayyah/War Fist/Scissors Suwayyah on their right hand
    - Rare Battle Cestus/Runic Talon on their left hand

    At level 13, SMs spawn with

    - Rare left ring

    At level 17, SMs spawn with

    - Rare amulet

    So, all in all, a maxed out (item-wise) SM would spawn with

    - Rare version of your own armor's base item
    - Rare version of your own helm's base item
    - Rare left ring
    - Rare right ring
    - Rare amulet
    - Rare Bramble Mitts/Vambraces/Orge Gauntlets
    - Rare Suwayyah/War Fist/Scissors Suwayyah on their right hand
    - Rare Battle Cestus/Runic Talon on their left hand

    The level of equipment a Shadow can spawn with is 24 + 3/level of Shadow at time of casting.

    Note: Both SMs and SWarriors do not spawn with Belts, Shields and Boots at any level.

    Q: Do Shadows benefit from synergies?

    A: Yes, but in a strange way. Shadows do not appear to have a synergy cap of 20 points, as per other classes, but continue to gain synergy bonuses even after slvl 20, assuming the Assassin has +skills that will boost that level above 20(potentially allowing the Shadow to do more damage with a certain skill than the Assassin herself, or at least matching it). However, to gain the synergy bonuses of a certain skill, it must choose to use that skill (for example, a Shadow would need to use Fists of Fire before getting Fists of Fire's synergy bonuses on PS's Meteor. The same principle works with Lightning Traps, for example). Note: Once that particular Shadow dies (or you re-cast it), it has to "re-learn" all its synergies.

    While it's possible to get a Shadow to do more damage with a Lightning Trap than yourself, it often becomes a trying exercise in order to get your Shadow to use the skill you want it to (given how fickle the Shadow AI is). It's easier to control which skill a Shadow Warriors uses, but it gets difficult keeping even a high level SWarrior alive in Hell.

    As an example to illustrate how a Shadow might do damage with her skills:

    Assuming the Assassin has:
    20 LS (+20 skills)
    20 DS (+20 skills)
    20 CBS (+20 skills)
    20 SWeb (+20 skills)
    20 SWarrior (+11 skills)
    LS damage/bolt: 4485 avg.

    As synergy bonuses stretch beyond slvl 20(for the Shadow), the Shadow would use (according to the formula in the previous FAQ):
    31 LS
    31 DS
    31 CBS
    31 SWeb
    LS damage/bolt: 4244 avg.
     

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