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Post by tacpilot on Sept 17, 2014 16:12:42 GMT
Resources were definitely tight on this build. I absolutely found my self wishing I could add points in various places, and had to work hard to make the best of what it had available. The original inspiration for this was for making as close to a katana toten, sai wielding, star chunkin ninja as I could get. Though some things may seem unorthodox-ed, I was striving to make something unique and functional. The WM levels are largely to boost crit values. I have been pondering the idea of putting together a str based version with BG splash, just don't have enough spare time right now.
Before I decided to try my own design, I tried a couple of variants from the wiki. Some absolutely were mortal strike machines, but had little value outside of that. I tried to balance out the shortcomings I found with them into this build. I also added features that worked well with my own playing style. So far this build has performed very well. I will work on getting the run results graphed and posted. I look forward to seeing what kind of mileage it gets in the deeper hells.
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Post by desocupado on Sept 17, 2014 16:44:50 GMT
I see. Well monk and/or shadow dancer might fill the ninja profile more accurately.
Now, while katanas are cool, using kukri is still fitting, and nets +2 AB.
Also, swapping a skill for CW,would help to get fairly decent AB.
About hells you will suffer slagging in phleg and nessus, all the time.
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Post by tacpilot on Sept 17, 2014 17:54:45 GMT
I see. Well monk and/or shadow dancer might fill the ninja profile more accurately. Now, while katanas are cool, using kukri is still fitting, and nets +2 AB. Also, swapping a skill for CW,would help to get fairly decent AB. About hells you will suffer slagging in phleg and nessus, all the time. I actually did try shadow dancer on my very early incarnation. Is actually why the design has been based around halk-kyton. Its the only sub that will allow for MS and HIPS in the same build. Was a lotta fun prell, but was worthless in LL. Looking for more late game functionality lead me down the path of 2 more incarnations to where it is today. Admittedly, I have very little hell experience. Am currently tagged through Min, though have been to a couple other layers outta sequence one other time. I have a feeling I will be learning about slagging the hard way. I am proud to say, even with no experience in hells or creatures found there, the run stats achieved were respectable. Once I learn what to focus on and what to stay away from, they will only get better.
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Post by KnightErrant on Sept 17, 2014 18:21:01 GMT
Before I decided to try my own design, I tried a couple of variants from the wiki. Some absolutely were mortal strike machines, but had little value outside of that.. This is pretty spot on IMHO.... The main problem with Assassins, at least in Hell IMHO, has always been the targets. They're nearly all fodder for casters, so if you can't deal significant damage to or stand up to tougher mobs your just running around trying to pick off a couple trash mobs before the Cleric, Druid, Sorcerer or Wizard kills them all en masse...(If you have a top end game Turner in the party you might as well fire up a movie and offer to bank cause most of your MS targets are gonna go "poof" in mere seconds...) I have redone my Assassin 4 or 5 times over the years from Brownie with sin daggers to Half Moly dualing Katanas. The toon was actually shelved for awhile and only after Paragon levels came out did I really start playing it again since the extra feats enabled it to get enough AB, AC and ability points to do well. (Having to use Paragon feats/abilities to be viable in level 55-60 area's likely means it will struggle once again in the coming level appropriate area's though ). All that being said I always have a blast playing my Assassin, unfortunately on most runs it really doesn't bring much to the party that nearly any class/toon of the same level can do noticeably better... .02 KE.
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Post by tacpilot on Sept 17, 2014 18:56:48 GMT
I worked to get the main saves all above 60 with gear. Str checks and Dom seem to be the only real threat I have found so far. What is it that will save from slagging in those hell runs ??
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Deleted
Deleted Member
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Post by Deleted on Sept 17, 2014 18:58:39 GMT
Your Discipline skill
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Post by desocupado on Sept 17, 2014 21:29:58 GMT
That needs to success in checks between 120 and 140 (maybe less)
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Post by tacpilot on Sept 17, 2014 21:38:09 GMT
With my current load out my discipline is 111. I really didn't expect that to be considered flimsy. ? ? ?
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Post by desocupado on Sept 17, 2014 21:49:48 GMT
You'd need 120 after layer penalty to be perfectly safe. The penalty scales to up to -26
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Post by tacpilot on Sept 17, 2014 21:53:36 GMT
Ouch .. was preparing post as you posted .. Well on another note I finished preparing the run stats. I will post links at the top with the pre-build info. You will notice, most of the time I am competing against the casters for both damage and kills. As a dexer I still manage to out damage most of the str tanks. Even on the Min run, where I was not playing aggressive, and didn't know the mobs, managed respectable kill count. In spite of spending much of the time juggling immunities, trying to find the right balance, and was the party fugue timer watcher. I still managed to rank very well in damage. Once I learn some good techniques for those runs, I feel certain it will dominate runs with the best of them. Even if I need stay clear of certain creatures down the road.
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Post by tacpilot on Sept 17, 2014 22:08:08 GMT
The screen shots are from runs with at least 5 party members, and most all players stayed for the whole run. Then only the top 6 player stats were used for display in the graphs. This helps to ensure all comparisons are against active players that are genuinely contributing to the run. A zero was applied to runs with only 5 players.
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