PlanetDiablo | Features | State of the Forums | Edition #23 - 03/26/02

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More Assassin Research

Off-site Info on Martial Arts Assassins

Here are strategies on 1.08 assassins I found. I want to discuss the first two which are the martial arts variety.

This is a basic Martial Arts theory and emphasizes crowd control; I feel this element is the main reason this is worth reading. His presentation of three elements to assist in crowd control are thought out, so worth the time. He also mentions fighting bosses, finishing moves, hotkey use, statistics, skills, and equipment. Regarding his recommendation to not have a mercenary, note the post date of July 2001. Get yourself that mercenary. Recall the SoTF #20 where we looked at what this forum said about mercenaries and other Assassin tips. I am currently trying out the Act 1 Rogue with "+3 to All Skill Levels". Clearly, a hireling is an asset now, and in the defense of the writer was not back then. The remainder of the discussion on crowd control seems executable and in fact works when you need it.

This is the second article on Martial Arts assassins. I am not sure why it is listed as such, because it is a compilation of extensive grading of each skill in all three trees (one man's opinion) and "emphasizes Hell [difficulty] only usage". Thus, I am reticent to recommend much here and include it for those people who wish to search every thing they can. He does not (despite the article title) say which are really mandatory for a Martial Arts build. I will below, however.

He goes in depth to mention all the equipment that might be used by an Assassin. Most of us just use the best things we have at the time. That is not to "poo poo" the right to dream that we could all find two Bartuc's Claws. He discusses each mercenary class but does not really suggest what is best for the Martial Arts Assassin.

He mentions bosses and leveling in all three modes. He finishes with his character build and makes an excellent point about Dexterity. If you plan on a dual claw attack, maximize it around 118 points with Strength matching, as that is all you need for the best claws. However, the claw/shield type benefits from increased blocking with increased Dexterity. This very point is mentioned at our forums as well by Manticora here. Interestingly, he uses items and not Cobra to leech. He prefers Wake of Inferno to Death Sentry or a lightning trap.

My Martial Arts Assassin

I have just finished Nightmare difficulty. Many can turn the TV off at hearing that as I know people will say you have no experience if you have not done Hell difficulty. Be that as it may, I will present my thoughts so far for the less demanding learners out there.

I am level 66.

My attribute distribution is based on a claw/shield build with hopes of Mana and Life leech from a mix of items and Cobra Strike.

  • Strength: 139
  • Dexterity: 153
  • Vitality: 100
  • Energy: 43 (Should be base, but +18 Energy/+1 skills Amulet)
  • Unused: 37

As discussed above, Dexterity can boost blocking chance and, of course, can boost AR (attack rating) so it increases the likelihood of striking your target. I will likely use acquired statistic points to further boost Dexterity, Vitality and Strength, in that order of favoritism.

My skill distribution is as follows:


Traps Tree

  • Death Sentry: 9 (prereqs=3 points)

Martial Arts Tree

  • Phoenix Strike: 20
  • Cobra Strike: 3
  • Tiger Strike: 10
  • Dragon Tail: 3

Shadow Disciplines Tree

  • Mind Blast: 2
  • Cloak of Shadows: 2 (prereq=1)
  • Claw Mastery: 10
  • Burst of Speed: 4
  • Shadow Master: 5 (prereq=3)
  • Remaining: 7

In my opinion, four of these skill are absolute musts. Those are in bold. The versatility of Phoenix Strike cannot be overlooked. In one skill, decent damage in three elements can be achieved. To do so requires a finisher. Speed is your friend and may be the only thing separating you from death so I feel it a must. I even have (8x5=) "40% Faster Hit Recovery" and (8x5=) "40% Faster Walk/Run Speed" charms. My Assassin strikes so fast in crowds that I actually have more trouble casting the first charge up of PS, fire than the second, lightning. Mind Blast is something I anticipate needing more in Hell difficulty, to control crowds. See reference above please in first article cited. A fourth element in crowd control is Death Sentry.

I strongly favor Death Sentry for its Corpse Explosion feature in crowds. I am unsure whether maximizing it will help much, as the CE benefit is capped, and the gain in yardage effect is 0.3 yards per skill point. It weakens crowds like Baal's minions nicely, in Nightmare difficulty.

Maximizing Claw Mastery is said to be mandatory by some that I have read. Similarly, some believe Tiger Strike needs to be maxed. I realize that it can bump damage 1440% but I need a decent claw to see how good it is at 900%, level ten with three charges.

I want to clarify a point from the prior SoTF about stacking charges. You can stack, hypothetically, eighteen charges prior to finishing. I have stacked five different types on occasion to prove that it could be done, and have many times stacked nine, three each of Tiger, Cobra, and Phoenix Strike prior to finishing. The best tactic I have found since going slow and trying to "select" which Phoenix to discharge is difficult is to just charge a few and release and repeat as fast as I can. I have hot keyed F1, F2, and F3 for my charges and try to mix them up, tossing in F2 (Cobra) when I see my Mana dropping. I always carry Mana potions to avoid running low for a finishing move with nine spheres rotating around me.

Currently, my resistances are poor. I will have to borrow some charms to boost them before Hell difficulty. Don't forget Anya's quest, good for +30 to all resistances, if you do all three quests. I strongly recommend two types of shields, one like Ancient's Pledge for resistances and another for blocking and fast block rates, like Whitstan's Guard (40% FBR/75% blocking). My equipment is rag-tag, but combined has "80% Faster Hit Recovery" (total 120% with charms). I need to bump my IAS more and favor IAS weapons over high damage ones, because you need to hit quickly to store charges to release in a finishing move. The small gain of higher damage equipment is less than that of more charges being attained for release (and their attack bonuses being reaped).

My mercenary is an Act 1 Rogue. Remember, these cannot use Amazon-only equipment or crossbows. Mine has "+3 to All Skill Levels" which it has been pointed out by our forum members before adds lightning charge to alternate with her primary (Cold Arrow) attack. Mine wears a Tarnhelm and has a Cliffkiller bow, so there is the skill bonus. She is level 58 and has lagged a bit, but will catch up. I cannot offer guidance regarding other possibilities.

Well, I guess that is all I have for now. If, in Hell difficulty, I discover anything substantially contrary to this opinion or additionally beneficial, I will record it in a future SoTF.



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