Aldeth the Foppish Idiot
Diabloii.Net Member
Some General Skill Advice
I'm a long time D2 player, but I never got into playing the assassin. For my next character I want to give it a try, and I'm hoping for some general advice on where to start here. From previous characters, I have some gear to go with. I have two copies of Bartuc's although neither one is perfect. One has perfect LL but imperfect +ed%, while the other has perfect +ed% but only 7% LL. I also have a Firelizards. I also held onto a magical claw - it was elite but I forget the exact type that was a cruel elite claw of evisceration - really high damage on that one. I also have several pieces of natalya's set - well just two really - the boots and helm, so I'm missing the two pieces that are the hardest to get. I also have various twinking gear from other characters that can be made available to the assassin.
So while I have some decent starting equipment, I'm clueless as to how to play an assassin. I've read through some strategy guides in the stickies, and I guess I should be primarily focusing on the martial arts skills, with a dabbling in the shadow disciplines, and maybe one trap skill.
Here come the questions:
1. It seems like the benefits of using two claws would only be for the additional +skills or for using dragon claw, as it appears from a dry run I did yesterday that the assassin actually only attacks with one weapon. Because of it's limited use, it would initially appear like I'm better off going with a shield and using some other finishing move involving feet.
2. Of the charge up skills, it seems like two really stand out over all the others - tiger strike for it's high physical damage, and phoenix strike to deal whatever kind of elemental damage you'd like. From the stickies I've read, both seem to come highly recommended - is it worth maxing both of them? Cobra Strike also has an obvious use, but it seems like the leech is so good that even level 1 should be good enough.
3. For finishing moves, none of them really knock my socks off. Dragon Flight seems to be of limited use, especially given it's higher casting cost. Dragon Tail also has a relatively high mana requirement, and it seems as if knockback is the last thing you'd want to do with a melee character. Dragon Claw is attractive for it's low mana cost and decent damage, but only works with two claws. Finally, Dragon Talon has very low damage. Would normal attack be the better finishing move, especially with my lower mana at early levels? Is it worth maxing ANY of the finishing moves?
4. Is it possible to mix and match charge up skills, provided I don't go over three? For example, could I theoretically hit twice with TS and then once with Phoenix Stike and get a physical damage boost on top of a meteor, or is this just wishful thinking?
5. On the shadow masteries tree, two skills seem of particular use - claw mastery and shadow master. It seems like both of them deserve a healthy investment of skill points. I definitely see the usefulness of burst of speed and fade, but even at skill level one the duration seems decent enough that you can get by with just a point, and rely on some +skills to take you the rest of the way.
6. Given that I already listed 4 skills that I really like and plan on investing serious points into, is it advisable to forego the trap branch or is this a very bad idea?
I'm a long time D2 player, but I never got into playing the assassin. For my next character I want to give it a try, and I'm hoping for some general advice on where to start here. From previous characters, I have some gear to go with. I have two copies of Bartuc's although neither one is perfect. One has perfect LL but imperfect +ed%, while the other has perfect +ed% but only 7% LL. I also have a Firelizards. I also held onto a magical claw - it was elite but I forget the exact type that was a cruel elite claw of evisceration - really high damage on that one. I also have several pieces of natalya's set - well just two really - the boots and helm, so I'm missing the two pieces that are the hardest to get. I also have various twinking gear from other characters that can be made available to the assassin.
So while I have some decent starting equipment, I'm clueless as to how to play an assassin. I've read through some strategy guides in the stickies, and I guess I should be primarily focusing on the martial arts skills, with a dabbling in the shadow disciplines, and maybe one trap skill.
Here come the questions:
1. It seems like the benefits of using two claws would only be for the additional +skills or for using dragon claw, as it appears from a dry run I did yesterday that the assassin actually only attacks with one weapon. Because of it's limited use, it would initially appear like I'm better off going with a shield and using some other finishing move involving feet.
2. Of the charge up skills, it seems like two really stand out over all the others - tiger strike for it's high physical damage, and phoenix strike to deal whatever kind of elemental damage you'd like. From the stickies I've read, both seem to come highly recommended - is it worth maxing both of them? Cobra Strike also has an obvious use, but it seems like the leech is so good that even level 1 should be good enough.
3. For finishing moves, none of them really knock my socks off. Dragon Flight seems to be of limited use, especially given it's higher casting cost. Dragon Tail also has a relatively high mana requirement, and it seems as if knockback is the last thing you'd want to do with a melee character. Dragon Claw is attractive for it's low mana cost and decent damage, but only works with two claws. Finally, Dragon Talon has very low damage. Would normal attack be the better finishing move, especially with my lower mana at early levels? Is it worth maxing ANY of the finishing moves?
4. Is it possible to mix and match charge up skills, provided I don't go over three? For example, could I theoretically hit twice with TS and then once with Phoenix Stike and get a physical damage boost on top of a meteor, or is this just wishful thinking?
5. On the shadow masteries tree, two skills seem of particular use - claw mastery and shadow master. It seems like both of them deserve a healthy investment of skill points. I definitely see the usefulness of burst of speed and fade, but even at skill level one the duration seems decent enough that you can get by with just a point, and rely on some +skills to take you the rest of the way.
6. Given that I already listed 4 skills that I really like and plan on investing serious points into, is it advisable to forego the trap branch or is this a very bad idea?