Wednesday, April 18, 2012

State of the Ghostsin? (advice please)

So I got back into d2 this ladder (as we all do haha ) and I was wondering how people build their ghostsins thesedays. I know all the pre-2009 guides but was wondering if anything has changed.

Mostly I'm wondering if...

Do people use trap gc's, shadow gc's, or life scs?

Do I 1pt the shadow tree and synergise my LS?

Do I max venom?

Do I max claw mastery?

I read somewhere people use an Um'd Fools claw as their MAIN now over the Fury runeword? If so what stats to look for apart from AR on these?

Are people still using Runic Talons or have they gone back to Suwwayahs for the higher phys?

Gores for the OW or Dancers for the FHR+skills?

Again it's been a long time since I played and my memory is very hazy on what I even used to do. Once more I have read the stickied guides I'm asking for more current information/opinions, thanks.|||1. If you use mostly Venom / OW, you'd be using Shadow GCs with a bottom row of res/life usually.

If you go for physical damage focus, you'd be having a lot of 3/xx/life scs and some res/life if you need it.

2. No. That makes it become a hybrid, and isn't the point behind a Ghost.

Ghosts use base level traps (only 1 point) to cast them and stun the enemy. They focus on the ability to stun and tri-whirl the opponent.

3. Yes.

4. Yes.

5. If you want a Fools as main, usually you'll want it not only with the higher ar, but more damage to make it worth it. See here to know what to look for in a Fools claw.

6. They use both Suwayyah and a Runics. They use WSM bugging to do that.

Ghost Guide for more reference on WSM bugging.

It is faster and stronger than 2x Runics, and you never want to use 2x Suwayyah.

6. Both boots are good, but unless you kick, you can just use a rare with res (if needed) and fhr. My choice after that is to just use Dancers.



And there really isn't anything more current after '09. The build works as it was and hasn't changed.|||Much thanks for the replies!

Also in that case I'll tweak my question to;

What are the advantages of Ghost over a Hybrid? I was always under the impression that a ghost (as you call them) was just an inferior predecessor of the hybrid sin. Is there any advantage to building a ghost instead of a speedlander-style hybrid?|||Speedlander's Sin wasn't a hybrid.



Anyway, the Ghost isn't an inferior predecessor; it's a superior caster fighter.



The Ghost is focused towards casters primarily. They stun very well, and their whirls are more powerful than a hybrid's. They can take on melee fairly effectively, but not nearly as well as they can a caster. Due to their abundance of points and + shadow focus, max DR is easier to get on a Ghost. It's a close-range attacker. Almost impossible to BM.

The Hybrid has a trap side that can actually damage. That makes them more able to take on melee. They can stun like a Ghost, they their whirls aren't as strong. DR is harder to get, but they can be a long-range attacker when they need to be. Sorb will leave you as a weaker version of a Ghost.|||Most of the hybrids I've seen tend to play as a weaker ghost. Don't forget that most people consider one piece of sorb gear to be GM and since assassins don't have any non gear ways to reduce enemy light resistance this means lower damage traps are not very effective.

If you're looking to make a ghostsin then do just that and make a ghostsin. They can annihilate any caster class and can beat up most melee builds except for godly WW barbs and smiters.

Ghosts are also (imo) the most player skill intensive class to play. Unless you're ready for the headache of mass micro just remember how much computer dexterity these girls require.|||I have been beaten by some really good max block casters, who uses the weapon switch trick.

And the class I have most trouble with are desynch hammerdins (ok almost all class have problems with them).|||Are you getting hit while tri whirling? If so, you probably need to regroup to stun more, and make sure you don't stay too long. Of all the casters, max block blizz are the ones that hurt.

WSGing just needs chainlocking to catch them.





Hdins are simple when you get used to WWing south and avoid being hit.|||Gonna comment some more about the claws used. As Sass pointed out, you will be wsm bugging the claws, which means putting slow claw above gloves (Suwayyah or even better War Fist*) and fast one above boots, then lift and replace the slow claw. Only downside to this is that if you choose to wsg out of stunlocks or fhr mode, you will have to tele away and rebug.

*Note about War Fist - cannot be a Chaos cuz max 2 sockets, so if you choose War Fist / RT then go RT Chaos above boots and rare WFist above gloves. Also War Fist requires 23 IAS on the claw for max WW speed (this has no effect on WSM bugging and vv, WSM bugging doesnt change this requirement in any way, WSM bugging is to improve average claw speed for trap laying speed only). Suwayyah requires 13 IAS for max WW speed.

However I love War Fist because they are the highest damaging claws and give the highest bugged wsm (-50), which is great against bowas or physical attackers which use the slow % mod!

And the mods to look for on a rare claw are the following: enhanced damage (up to 300%), fool's, +str, +min/max damage, ias (10-40 base), and preferably an ethereal one with either self repair or 2 sockets (to always have at least one free socket). Also any assassin skill mods like WB, fade, Venom, MB, WOF, LS, DF. You can imagine how pricey a 2 socket ethereal self repair one can get!|||Quote:








Most of the hybrids I've seen tend to play as a weaker ghost. Don't forget that most people consider one piece of sorb gear to be GM and since assassins don't have any non gear ways to reduce enemy light resistance this means lower damage traps are not very effective.

If you're looking to make a ghostsin then do just that and make a ghostsin. They can annihilate any caster class and can beat up most melee builds except for godly WW barbs and smiters.

Ghosts are also (imo) the most player skill intensive class to play. Unless you're ready for the headache of mass micro just remember how much computer dexterity these girls require.




And that's why she was my most fun to play....too bad that private realm is even more childish than average bnet.|||Quote:








Gonna comment some more about the claws used. As Sass pointed out, you will be wsm bugging the claws, which means putting slow claw above gloves (Suwayyah or even better War Fist*) and fast one above boots, then lift and replace the slow claw. Only downside to this is that if you choose to wsg out of stunlocks or fhr mode, you will have to tele away and rebug.

*Note about War Fist - cannot be a Chaos cuz max 2 sockets, so if you choose War Fist / RT then go RT Chaos above boots and rare WFist above gloves. Also War Fist requires 23 IAS on the claw for max WW speed (this has no effect on WSM bugging and vv, WSM bugging doesnt change this requirement in any way, WSM bugging is to improve average claw speed for trap laying speed only). Suwayyah requires 13 IAS for max WW speed.

However I love War Fist because they are the highest damaging claws and give the highest bugged wsm (-50), which is great against bowas or physical attackers which use the slow % mod!

And the mods to look for on a rare claw are the following: enhanced damage (up to 300%), fool's, +str, +min/max damage, ias (10-40 base), and preferably an ethereal one with either self repair or 2 sockets (to always have at least one free socket). Also any assassin skill mods like WB, fade, Venom, MB, WOF, LS, DF. You can imagine how pricey a 2 socket ethereal self repair one can get!




I wouldn't call warfist "better", wsm bugging with a warfist places it on the offhand slot, if you do tight triwhirls (as ghosts should) then it's pretty bad to use a fools claw offhand.

A couple of years ago on a priv server players were testing out all kinds of optimal setups, at the time I thoroughly tried out different claw combinations, and was one of the first to try out using 450 claws with wsm bug setups (this was back when wsm bugging wasn't that popular), it has it's uses in some matchups - http://www.youtube.com/watch?v=-hUTvRIPkyE but.. overall its just not worth it. 300/fools/++ primary claw runics or ferals are both much better than 450 warfists or 300/fools offhand warfists vs almost every opponent across the board, especially casters and such that you want to do very tight triwhirls against. even pallies or gvg I would rather be using primary fools as well.

@Fire_Dragon: smiters aren't that much of a problem for ghosts, unless they are the anti-barb variant smiters or something using clegs + a 60k def build.. with the vast majority of smiters and quality of most average smiter players (idk if that part is fair to say though, because the quality of average ghosts isn't too great either <.<) I would give the class advantage to ghosts. there are ways ghosts can duel that makes it very difficult to land any smite hits at all.

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