The problem is there aren't very many good builds with Nat's for a very simple reason.

Let's look at Natalya's full set bonus:

Partial Set Bonus

Magic Damage Reduced By 15 (2 Items)

+200 Defense (3 Items)

Complete Set Bonus

+3 To Assassin Skill Levels

+350 Defense

14% Life Stolen Per Hit

14% Mana Stolen Per Hit

All Resistances +50

Damage Reduced by 30% (Awesome!)

Magic Damage Reduced By 15

(I took the Fade off the end - no point.)

Nat's strips you of your Helm and Claw slots, a potential +6 to a tree of skills or +4 to all skills, and replaces them with a +3 to all skills bonus.

Add to that the fact that the boots from Nat's set

**totally suck for kicking**, and that you can replicate the Nat's skill bonus to MA

**with a single Bartucs** and there really isn't any particular need to wear the set over, say, a pair of tucs and a Shaftstop. The major driving force of the set is the resists and DR.

If you wanted to go all out you could replicate most of the Nat's set bonuses with 1x perf 200/8 tucs, 1x perf 2/2/15/50 Jade Talon and a Shaftstop. You'd end up a bit less life leech, something easily fixed, and you would actually have MORE skills this way.. 2 to all off the tucs, and +3 to MA and +2 to Shadow on top of that. And you've only used THREE eq slots.

GG Nat's set.

Basically, the one big key change I would make is to change Nat's claw. I'd give it +3 to Assassin skill levels as a

**partial set bonus** that is granted

*when the set is completed*. That way you can wield two Nat's claws and get +6 to Assassin skills, which would make Nat's the superior set if and only if you dual wield. I'd also lower the full set bonus to +2 to Assassin skills or possibly remove it. That way, skill wise, Nat's could compare to dual tucs, instead of being totally owned by it.

Even if that was done, the set

**would still suck for kicking**.