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Mageslayer (C/C Anti-Caster Kicker) Author: chaos9 |
Version: 1.10 Page 1 |
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Part I: The Build
Introduction
This guide describes a specialized application of the c/c pvp kicksin to
produce a very effective caster killer. As evident in the title (Mageslayer),
this build started as a sorceress killing specialist, but I soon discovered
that it was effective for other casters. In fact, I will argue here that the
c/c kicksin is one of the few melee classes who can consistently defeat
casters (including this dreaded bone necromancer).
Why make an anti-caster build? Following the 1.10 update, dueling is dominated
by casters (e.g., bone necromancers, fireball or blizzard sorceresses, Fist of Heavens
paladins,
wind druids, etc.). These are now the dominant builds and are not easily
defeated by most melee characters. Thus, you see an increase in the number of
“melee only” games because these players know that they have little chance
against the modern casters.
Three principles guided the development of this guide. First, most pvp guides
attempt to create characters that will be equally effective against all
classes and even all varieties within each class. Accomplishing this goal
requires multiple outfits of godly gear, sacrifices in skill and/or stat
points, and generally results in a character that will be very difficult to
level. The build presented here is designed to specialize against casters. You
will be able to duel some melee characters, but this is going to be fairly
difficult. Second, I am often frustrated with pvp guides that seem to assume
that nobody will start dueling until level 99. I started dueling with this
build around level 30, and I decided to write this guide to focus on mid-level
dueling. By following the recommendations here, you can be very effective as
early as level 46. In fact, those of you wishing to duel melee characters will
find that this build is going to be most effective at doing so in the mid
level range. Of course, I will also provide recommendations past 46. I am
currently level 76 and am having a blast in nightmare duels against many
opponents. Third, this build is designed with public dueling in mind. Because
the majority of public duelers seem to adopt an “anything goes” mindset
when it comes to gear, I will do likewise. At the same time, I do not condone
body guarding, town guarding, killing naked players, etc. If you do these
things, watch your back because these are the types of players I will target.
Disclaimer
This guide is not intended to replace or compete with the other pvp kicksin
guides. There are some excellent ones out there, and you are encouraged to
review them all before beginning a new assassin. My goal here is to provide a
specialized anti-caster alternative to what you have read elsewhere.
Stats
Strength is probably the most important stat for a kicker because it greatly
enhances kick damage. Of course, strength must be balanced with vitality
because your kicks won’t do much damage when you’re dead. Most of your
stat points will be spent on strength and vitality.
Strength: Initially, you will want to get your strength to 79 so that
you can use Bartucs. This will be enough until you are around level 50, and
then you will want to pump strength a bit. I suggest a minimum of 110
strength, with 150 being the number to shoot for late in the game. More
strength means more damage, but I this shouldn’t come at the expense of
adequate life.
Dexterity: Like strength, you need to get your dexterity to 79 so you
can use Bartucs. You probably won’t need much (if any) more than this. As
you level, monitor your attack rating and chance to hit. With the gear I will
be recommending below, you should be able to keep your dexterity fairly low and
should not need more than 79 until late in the game (if ever).
Vitality: This is pvp, so every point you can spare goes here.
Energy: None.
Skills
To help in long-term character planning, the eventual skill allocation looks
like this:
- Max Dragon Talon
- 8-15 pts in Weapon Block (enough to hit 60% blocking with gear)
- Max Venom
- 1 pt in Fade (or more as needed)
- 1 pt in Dragon Flight (or more as needed)
- 1 pt in Shadow Master
- 1 pt in Wake of Fire
- 1 pt in Mind Blast
- 1 pt in all prerequisites
You will accomplish this skill allocation rather early (at least compared to
what you find in most guides). This leaves you with some decisions about which
should be the last skill to max. In keeping with the anti-caster focus, I
believe that this choice will be between Fade and Dragon Flight. I will make
an argument below for selecting Dragon Flight. However, this build is fairly
flexible, and I do not want to give you the impression that no choice is
involved. Thus, I will split my discussion of skills into two parts: core
skills and secondary skills. The core skills are what makes this build and are
strongly recommended. The secondary skills are where the flexibility comes in.
I will present recommendations here, but there is some room for alternatives.
Core Skills
Dragon Talon - 20 points
Dragon Talon (dtalon) is your main attack (just like in all pvp kicker builds)
and should be the first skill maxed. The advantages of dtalon are speed and
multiple attacks. First, it gives you the fastest attack available in the game
(7 frames for the first kick and 2 frames for following kicks). Second, for
each 6 points in dtalon, you gain an additional kick. Because of the speed and
multiple kicks involved, dtalon is a great way to apply damage modifiers
(e.g., crushing blow, chance to cast, open wounds, etc.). Thus, when trying to
estimate the damage you will do with dtalon, you must remember to take into
account the number of kicks and the modifiers that can be applied.
Weapon Block - 8 to 15 points (enough to hit 60% blocking with gear)
While dtalon is the offensive basis of this build, Weapon Block (WB) is the
defensive basis and the primary reason this build excels against casters. Yes,
it is that important. WB permits you to block melee and most elemental/magical
attacks at a rate of 60% (at slvl 26). 60% might not sound like much when you
are used to 75% with a shield. However, note that WB lets you block many
attacks that are unblockable with a shield (e.g., bone spirit, frozen orb,
fireball, etc.). As if that weren’t enough of a reason to use it in an
anti-caster build, WB remains at 60% even when you are running. This makes the
c/c sin one of the most mobile characters around. The goal is to reach slvl 26
after all +skill items, giving 60% block. Figure out how many +skill items you
will have, and determine the exact point investment accordingly.
Dragon Flight - 1 point+
Having at least 1 point in Dragon Flight (dflight) is essential. This is the
only way you are going to be able to reach most casters, and it is a great
skill for hitting moving targets. Maxing dflight results in a considerable
boost to its damage, and a case can be made for maxing this skill after your
build is otherwise complete. Assuming you can hit your target, maxed dflight
(especially with venom and open wounds) will put a serious dent in the
opponent’s life.
Unfortunately, there are some important problems with dflight than you should
be aware of. First, even with dflight maxed, you are only going to hit 25% of
the time against someone with max block and a shield who is standing still. Of
course, the second your target is running, everything changes, and your odds
of hitting with dflight go way up. Second, dflight is interruptible, meaning
that if you are hit during the brief casting hesitation, it may be cancelled
out. Third, dflight misses often due to desynch issues. In fact, it is not
uncommon to click on your target, hear the sound that dflight makes when you
teleport, and realize that you haven’t moved. Fourth, it appears that the
south bug has still not been resolved. This means that when your target is
running south, it is generally not possible to land a dflight attack.
Experienced opponents know how to exploit this bug.
Despite the shortcomings, dflight can be a great skill for killing those
opponents who realize they underestimated you and try to make a run for it. My
recommendation is to start with 1 point and hold off on any more until your
other skills and gear are complete. At that point, I have decided to max
dflight. Limitations aside, this skill is wonderful for the true anti-caster
specialist. It won’t always hit, but when it does, look out.
Shadow Master - 1 point
Little more than a distraction in 1.10, Shadow Master (SM) is still useful
enough for 1 point. It is in the core skill section because it the distraction
it provides is invaluable. SM can draw trap fire, fist of heavens, and other
powerful ranged attacks. Also, many players actually attack it because they
think it is you. This may provide just enough distraction for you to get the
kill. Additional points add life and resistance, but are probably not
worthwhile because you can always recast it.
Burst of Speed - 1 point
One point in Burst of Speed (BoS) should be plenty with +skills. I predict
that you will end up using this skill the majority of the time, even over
Fade. Why? At level 65, my resists were maxed in nightmare. So, all Fade gives
me is added PDR. In contrast, BoS gives me a significant boost to both attack
speed and r/w speed. The added r/w speed you get from BoS is invaluable and
can often keep you out of range until the right moment. If you are fast
enough, it becomes very difficult for the opponent to even hit you with
fireballs, bone spears, arrows, etc. In fact, I tend to start every duel with
BoS and find that I need Fade a fraction of the time.
Secondary Skills
Secondary skills include:
Mind Blast - 1point+
In the first version of this guide, Mind Blast (MB) was in the core skills. I
said that I felt MB was one of the most important strengths of playing a sin.
After many more duels against a variety of character classes, I no longer feel
this way for martial arts builds. True, if we were making a kicksin for taking
on melee characters, a high level MB would be critical (but so would a shield
and a ton of damage reduction gear). However, for the Mageslayer build, I
suggest that 1 point here is likely to be enough. While MB is nice in certain
situations, I find that I rarely need it. In fact, the only time I used MB was
in team duels where I was attempting to help out against melee characters who
were more than 20 levels higher than me.
Fade - 1 point+
Fade can be incredibly useful in certain situations. What’s not to like
about enhanced physical damage resistance, shorter curse duration, and
improved elemental resists? The only limitation is that using Fade means you
do not benefit from the enhanced speed of BoS. I find that most of the time,
this extra speed more than makes up for the loss of Fade’s benefits.
However, you will probably need Fade against some sorceresses, trapsins, and poison
necromancers. For example, Fade is very helpful in dealing with those town guarding
sorceresses. How many points to put here will depend on what your resists look like
in whatever difficulty level you plan to duel. Thus, I suggest waiting on fade
until your gear is finished and you have a sense of how much you will need. At
level 76, I duel in nightmare, and 1 point is plenty.
Venom - 20 points
This is the most controversial sin skill, and you have probably already many
debates about the pros and cons of venom for pvp. I too have been following
these discussions, and it seems clear that the majority recommend it for pvp
kicksins. Not everyone has high poison resist, and venom boosts your damage
(especially with Trang’s gloves). My recommendation is to max venom,
however, you can still be successful without it. The real question becomes
what skill you would develop in its place if you chose not to max it. Some
argue for maxing one unsynergized trap, but testing that others have done
reveals that Venom is superior to an unsyngerized trap. I suppose you could
max both Fade and Dragon Flight, but I suspect you will get more use out of
Venom.
Wake of Fire - 1 point
WoF is superior to LS for stun-lock, and this is the only reason you are using
it. It may be necessary against amazons with high passive skills and other sins
using WB as a means to trigger their dodge/block and permit you to attack in
between blocking cycles. Against others, you will rarely use this skill. Thus,
there is no harm in waiting until after level 50 to invest in it.
Equipment
Now for the fun part! I am going to focus on providing mid-level (say around
level 50) recommendations because I assume that you will want to start dueling
early. At level 46, I found this build to be amazingly effective, often able
to bring down characters 5-10 levels higher. Of course, I will also make
recommendations about some higher end gear for later levels.
Before we get to the specifics, let me remind you that I really don’t care
about the whole “bad manners” argument. I duel only in public games and I
usually end up on the 1-end of 2 vs. 1 or 3 vs. 1 situations. I assume that
everyone in this environment will use whatever they can get their hands on,
and I don’t have a problem with that. Personally, I don’t think that using
a little absorb (as long as it isn’t excessive) as any worse than wearing
Enigma. At the same time, duels that aren’t challenging are a waste of time
- so you will not see me advocating for mass absorb, and I refuse to wear
Enigma.
Claws
There are a few options to consider, and the good news is that some are very
affordable. At lower levels, it is hard to go wrong with a Malice claw as your
primary claw. It will help you level and can be quite effective in pvp due to
the 100% open wounds mod. The real drawback of malice is that its life drain
will require you to use another piece of gear to counter it. Another option
would be a strength claw (+strength and crushing blow). Once you hit level 42,
use a Bartucs as your secondary claw. The +skills and +stat mods make this an
ideal choice. My personal choice is to wear 2 Bartucs beginning at level 42.
This provides a significant boost in skills and stats, and this is what I
continue to use at level 76. Your kick damage will benefit from the +strength,
and the +skills will help boost your venom, weapon block, BoS, etc. Make sure
you socket a shael rune in your primary Bartucs claw to benefit from the
enhanced speed. If you are severely lacking in resists or plan on doing hell
duels, you may want to consider using a Jade talon as your secondary claw. If
you can find them, using a pair of +3 shadow skills claws on weapon switch to
boost your venom, fade, etc. before the fight can be helpful. During leveling,
you might also find that having a claw that grants you death sentry can be
useful.
Helm
Many options to consider. Guillaume’s Face is simply awesome for leveling,
but it isn’t worth much for pvp. Rockstopper is a good bet for those needing
more resists, and the PDR is a nice touch. My recommendation for low levels is
Peasant Crown. The +skills and vitality boost is nice, but the r/w is my
favorite mod. At higher levels, you will probably want to upgrade to Shako or
Crown of Ages. I use Shako in all situations, but you might want to consider
keeping a Gaze in your stash in case you want to do more melee dueling.
Belt
I wear a crafted blood belt that gives me 8% open wounds, a nice strength
boost, and some useful resists. I keep a T-gods in my stash for the lighting
resist/absorb when necessary. You will want this against Fist of Heavens paladins and
lighting trappers. I also keep a Snowclash on hand for fighting certain cold
sorceresses. String of Ears is an option for leveling or fighting melee chars.
Verdungos is probably the belt of choice if you can afford it (I can’t). If
you don’t have these yet, look for +strength and resistances.
Gloves
Venom users will probably want 1.10 Trang’s gloves for the 25% poison damage
increase. If you can’t afford these, Venom Grip are cheap and better than
nothing at low levels. Dracul’s Grasp are great if you can afford them but
require you to be level 76. I just switched to Dracul’s, and the added open
wounds is nice. Crafted gloves are another option. Look for crushing blow,
resists, and/or leech. At lower levels, Bloodfist are nice, and I recommend
wearing these against trappers who use MB for the fast hit recovery.
Boots
Because this is a kicksin, your boots are the primary factor determining how
much damage your kicks inflict. Use the highest damage boots you can wear for
your level and don’t forget to upgrade as you level. Although some boots
have great mods (e.g., goreriders), maximizing your kick damage is the most
important consideration. A great example of this was provided by clsurfer. He
compared regular (non-upgraded) gores with rare scarabshell boots and made a
convincing argument that the extra damage gained from the scarabshells makes
up for the loss of mods from the gores. Eventually, you will want rare/imbued
myrmidon greaves, as these will give you the highest possible kick damage.
Upgrade your gores or switch to myrmidon greaves.
Armor
Duriel’s Shell is one of the best mid-level armors you can find for this
build because of the resists and “cannot be frozen” mod it grants. Another
great choice (actually a better one if you have another source of cannot be
frozen) is Lionheart (resists and open wounds). For the rich, Guardian Angel
is nice. Also consider Toothrow or Crowcaw as another source of open wounds.
If you don’t have any of these, look for armor that gives you resists,
+skills, and/or damage enhancing mods. I wear Duriel’s against characters
with elemental attacks and Natalya’s armor against necromancers, amazons, and melee
characters.
Amulet
At mid levels, I wore a crafted +2 shadow skills amulet that features +resist
all and r/w. Look for +skills and resists here. Around level 70, I switched to
Mara’s. Highlord’s is another great choice. Also keep a Nokazan Relic in
your stash in case you meet a fully synergized fire sorceress and need a quick
boost to your fire resist. If you plan to duel melee characters, you will also
need the Angelic amulet and rings to boost your attack rating to acceptable
levels.
Rings
Ravenfrost is highly recommended for one slot. You will need the “cannot be
frozen” mod if you don’t have it elsewhere. Even if you do have it on
other gear, the cold absorb can be a lifesaver. For the other slot, it really
depends on who you are dueling. At lower levels, I wore a Manald Heal for the
mana leech and restore life (which countered the Malice claw I was using).
Now, I wear a Dwarf Star for fire sorceresses and a good resist/attack rating/life
leech ring the rest of the time.
Charms
Quite simply, you need resists, +shadow skills, life, strength, and r/w here.
I don’t believe that huge numbers of shadow skill charms are necessary. In
fact, I only use two. This gives me much more room for resist and strength
charms. In a 1 vs. 1 duel, switch out your charm selection to meet the demands
of the fight (e.g., resists for elemental characters, strength and life for
melee characters, etc.).
Part II: Tactics
Introduction to PvP
For those of you new to dueling, please realize that it is simply not possible
to make one character who will win all the time. With this build, you will
find that some types of characters will be easier than others, but you will
also discover that a skilled player of any class can be difficult.
Dueling is about how best to utilize your strengths in a way that exposes the
weaknesses of your enemy. The primary strengths of this build are: (1)
mobility (you can block while running); (2) speed (you can run fast and kick
fast); (3) the ability to block magic/elemental attacks; and (4) the fact that
you will be consistently underestimated by your opponent. Of all the pvp
characters I have played, I have been called “hacker” with this one the
most. Why? Inexperienced necromancers and sorceresses don’t understand how you can
block their attacks and kill them so quickly. Those who have encountered this
build before are reluctant to even fight. It is so rewarding to have a high
level bone necromancer (the undisputed king of pvp) refuse to fight because “Those
kicksins kill me every time.”
PvP Tactics
The core tactics around which all class-specific strategies revolve are: (1)
cast BoS, SM, and Venom before the fight; (2) never stop running; (3) run in
random patterns around the target until you see an opening for dflight; (4)
dflight in and either dtalon or repeat the run/dflight.
Casters
Sorceress
I developed this build as an answer to the townguarding sorceress, and I have been
extremely happy with its success here. The only kind of sorceress that will be a
consistent threat is a cold sorceress with maxed cold mastery. Be prepared to stack
cold resists to prevent 1-hit kills.
When fighting any sorceress, make sure you have something equipped that will give
open wounds. Open wounds will continue to do damage after the initial attack,
and this is critical for fast-teleporting sorceresses. In fact, open wounds
delivered via dflight will often be the only way to kill skilled sorceresses.
Before going through the common sorceress variants, let me tell you about the
things to watch out for in all types. First, good sorceresses will have max block
and may use PDR gear as well. In fact, this is their only hope of surviving
your initial attack. With max block and PDR gear, the sorceress will have a decent
chance of teleporting away from your attack to plan her next move. Second,
good sorceresses will have a fast cast rate, meaning that their teleport will
usually be a step ahead of your dflight. Again, this means that they may be
able to teleport away from you before you can complete your dtalon kicks.
Third, good sorceresses will make you pay for each dflight by casting blizzard,
hydra, or meteor the second before you dflight in.
Fire Sorceress. The fire sorceress is one that you will encounter often. I would say
that 80% of the townguarders I have seen have been fire sorceresses. They can do
insane amounts of damage and can kill players without max fire resist in one
hit of almost any fire attack. Before attacking, make sure your fire resist is
maxed and consider wearing one source of fire absorb. I keep a Dwarf Star for
this purpose, even though I rarely end up needing it. Most fire sorceresses are
going to have trouble hitting you, and this is where you have the advantage.
You can run fast enough to avoid their attacks, and you will be able to block
their fireballs enough to survive. Never stop running until you are ready to
dflight in. Dflight to them and dtalon. If they stand their ground and fight,
they will die quickly. If you suspect max block and high PDR, increase your
open wounds and add some elemental damage charms. If they teleport away, be
careful because this is when they are likely to set a trap with one of the
high damage spells (usually meteor and sometimes hydra). If your resists will
permit you to survive 1-2 hits, you should get the kill rather easily. If
their teleport is fast enough to escape your full dtalon attack, you will need
to rely on dflight as your primary attack. Again, this is where open wounds
really shines. Of the two primary sorceress builds (fire and cold), fire is by far
the easiest to defeat.
Cold Sorceress. Initially, I used to think that blizzard sorceresses were much harder
than all other varieties. Although blizzard is harder than the other types, I
have learned that it is cold mastery that can really cause problems for us.
You see, maxed cold master can negate your cold resistance. This was the one sorceress
who was able to kill me with ease. My max cold resist was worthless, and
I died in 1 hit of any cold spell. The key here is to stack your cold resist.
Max cold resist, 1 Ravenfrost, and Snowclash will not be enough. Get some
4-socket armor and put 4 Thul runes in it. If you have extra cold resist
charms, equip them all. This will give you enough of a cushion to survive.
Because I like the challenge, my goal is not to negate their damage but to let
me take 2-3 hits before dying. Start with BoS and never stop moving. Try not
to get hit, but don’t be afraid to get in their face. Again, the good ones
will be able to teleport very fast, and you will often dflight in and have
them disappear before you can land more than a single dtalon hit. When this
happens, dflight will need to become your primary killing skill.
Wind Druid
Wind druids are interesting because most of players controlling them seem to
have no idea how to play them. Thus, 90% of the wind druids you will encounter
are a joke and will be among the easiest fights you will have. They will try
to tank you without realizing that you can dflight through their hurricane and
kill them before they get off a tornado. In fact, I have beaten many wind
druids who were 10-20 levels higher with relative ease. On the other hand,
skilled and well equipped wind druids can be tough because they can dish out
massive damage and take way more hits than sorceresses. They will have max block,
50% PDR, and Enigma. They will never stop teleporting, and a tornado can kill
you easily. Make sure you have decent cold resist/absorb. Dflight to them so
you won’t get hit with hurricane/tornado on your approach and dtalon them to
death as quickly as possible. In most duels, I found that as long as I could
talon them to death before they hit me with a tornado, it was easy. Because
tornados don’t hit all the time, it is all about whether you can kill them
before they get a couple off. The success I have had against the good ones
seems to depend on whether I can kill them quickly enough to prevent the mass
of tornados from being launched. Not an easy task, and I would put these guys
right up there with bone necromancers for difficulty. If they are skilled players,
it will be very hard to defeat them.
Necromancer
A good bone necromancer is the undisputed king of pvp. The good news is that at
least 95% of them are clueless and will attempt to tank you. Because you can
block their attacks, the goal is getting a quick kill. The more
spirits/spears/teeth they can launch, the less likely your victory. Play them
like the sorceress, but know that they can take some punishment due to their bone
shield. Dflight in and dtalon. The Enigma users may be able to teleport away,
so be prepared to chase them and repeat the dflight/dtalon attack.
The only difficulty I have had with necromancers comes against the few who know how
to use bone wall and bone prison well. If you get stuck in a bone prison
without a teleport amulet (I refuse to wear Enigma), you are dead. Skilled necromancers
have all sorts of tricks. My favorite involves waiting for you to
dflight in, casting bone prison around the two of you, and then quickly
teleporting out and spamming spirits/spears/teeth. Unless you can escape
quickly, you have no chance. The point is, effective use of these skills is
what makes necromancers difficult. I have been surprised by the number who don’t
use wall/prison. Fortunately, they can usually be killed, even with Enigma.
The few poison necromancers I have faced were fairly easy as long as you see it
coming, stack your poison resist/reduce poison length gear, and use fade. At
high levels, their nova will hurt no matter what you wear. However, you will
usually be able to kill them with the standard dflight/dtalon attack before
they can kill you.
Trappers
There are some misconceptions about trappers that must be corrected. First,
many believe that if you wear T-gods you are somehow immune to lightning
traps. Wrong! A fully synergized LS trapper can be lethal with or without
T-gods. In fact, this is one of the times you may need Fade (or stacked
lighting resist). Second, many believe that it is their traps that make them
deadly. In fact, it is their skilled use of MB that presents the real problem.
Good trappers who know how to use MB are extremely difficult. As an example, I
recently dueled a skilled trapper at my level who used fire traps and MB.
Despite my maxed fire resist, the combination of MB and WoF nearly killed me.
I could run through his traps without taking much damage, but when hit with
MB, I was stuck in a field of traps without being able to move. Dflight
wouldn’t save me (remember, it is interruptible), and it was only through
luck and a ton of fast hit recovery that I managed to get away. In terms of
gear, the key is to get as much fast hit recovery as you can. In terms of
strategy, you have to get in their face before they catch you in MB. If you
can get to them before they lay all their traps and start spamming MB, you
should be able to win. I found that once all their traps were down, I could
sometimes win by casting shadow master to one side of the traps and then
dflighting in. With a quick initial hit, I could usually bring down the
trapper before I died. Against those who take full advantage of a high level
mind blast, I usually died before I could do much damage unless I managed to
dflight in before getting hit with MB.
Fist of Heavens Paladins
I know it is cheap, but Fist of Heavens can be negated by stacking lighting resist to
counter their Conviction aura. Maxed lighting resist and T-gods will not save
you against a synergized Fist of Heavens paladin. Using 4-Ort armor will help keep you
alive. My goal is never immunity against their attacks (that would make
dueling pointless) but just to prevent the 1-hit kills. As with all paladins,
the real struggle is simply landing a hit. The Angelic amulet and rings may be
necessary if their defense is too high.
Hammerdins
I have not found an answer for the Enigma-wearing, townguarding hammerdins
yet. I have not given up, but they can kill with one hammer while managing to
block almost anything I can throw at them. This is the one character build
that can kill me almost every time. If anyone else has found a solution, I’m
all ears!
Bowazons
Yeah, I know they aren’t really casters, but they are more similar to
casters than to most melee characters. First, use BoS and never stop moving
against a bowazon. With WB, you don’t have to worry about your block rate.
Expect poison damage and adjust your resist gear accordingly. Guided arrow was
nerfed in 1.10, but it still hurts quite a bit. Run around them in circular
patterns, making sure to vary your course so it isn’t predictable. When you
get them on the edge of your screen, dflight in and dtalon. You will be able
to kill some amazons this way, but those who have high passive skills will be
able to dodge well enough that they may escape. Try to get them on the run
where their passive skills are less effective. If they prove to be too tough,
use WoF to trigger their evasive skills and then dflight and dtalon again.
This will help if you can hit them in between defensive moves. Bowazons are
among the easiest kills you will have.
Melee
This guide was designed to maximize your ability to defeat casters. Even
though it was never my intention, many have requested gear and strategy
recommendations for melee characters. Although I really just want to refer
them to the other sin guides, I have dueled enough melee characters to at
least share some thoughts.
This build does surprisingly well against melee characters at mid-level
(30-50) wearing the gear I have listed here. At the mid-level stage, the
strategy is similar to what was discussed above. The key difference is to spam
mind blast immediately before you dflight in. This can prevent the target from
attacking until after you have completed your dflight and initial dtalon
attack. As for gear, even a little PDR can help. Since resists are less
important, switch out your charms and other resist gear for anything to
enhance your damage (strength, crushing blow, open wounds, etc.).
Unfortunately, you are going to have a very difficult time competing with
melee characters at higher levels (70+). Why? First, by going c/c, you
sacrifice some blocking ability when standing still and a great source of PDR
(Stormshield). Second, your attack rating is not going to be high enough to
hit the mass defense builds. Angelic set is your only option here. However,
you will not survive more than a hit or two from most good melee builds.
Third, you simply don’t do enough damage to beat good melee characters. Wear
as much PDR as possible, ditch your resist gear for damage enhancement
(strength, crushing blow, open wounds, etc.), and avoid going toe-to-toe. By
using mind blast, wake of fire, and dflight with high open wounds, you give
yourself the best chance of success. Hit and run tactics become essential
because you simply won’t live through their attacks.
chaos9
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