Assassin Builds... (MA)

Anyone have ideas on Assassin builds that are not based on Traps?

Would like to get some ideas together on what may be viable. I’ve started one, am in A1 Nightmare but thinking of respeccing a bit.

In OG I played with a DF/PS build, where you can use elemental types of various flavors, but it mainly focused on Claw Mastery with a few points in dual claw block. There were also a few builds I remember that used Claw/Shield for block and also DT kicks, etc.

Would love to see if there’s anyone who’s played with some non-“meta” builds that don’t relegate Assassins to a passive turret.

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Bladesin actually very fun to play :slight_smile: but you will need a lot CB/Open Wounds/+Add damage gear

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Interesting.

Was that the “Shuriken/Shinobi” build I remember from back in the day?

Sort of but not exactly…
Some challenges here (and advantages).
A) you are not affect by attack speed/cast speed at all (number of shurikens per second always same)
B) Poison is largely useless because it going to be applied just for 0.4 second :slight_smile:
C) You primary damage source (not a surprise) comes from crushing blow, open wounds and … surprise… from +add damage items (not %% just raw damage)
D) supplementary damage comes from Death Sentry because you will be exceptionally good against bosses but not against large packs
I honestly forgot exact numbers but very interesting built

So, all in all, it’s still heavily reliant on Traps for AOE and not as much on Martial Arts or Claws, then?

death sentry’s CE is so good - id be surprised if its not used by all builds

Yes and no :slight_smile: You can have you Shadow master maxed out and use it in conjunction with meaty merc to lay waste on weakling. I just saying that using “machine gun” built you will fall behind many other built in terms trash cleaning but shine against bosses. Much like FOHer - great against singles (one shot really) but cleaning trash is tedious

I find it quite sad that such an iconic class is only viable to what amounts to an automated turret doing the majority of the work.

They could have associated it with any class in the game for all it matters. No wonder they skipped over it and turned the class into Demon Hunter in D3.

Do we really have no other builds available?

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Yeah the Merc is a totally different sore subject for me. None of them quite compare to having what amounts to a passive aura buffbot running around with your character.

That’s one thing I do hope they improve in this game. I did like Carbots recent video he actually made quite a few good points.

Sadly only few mercs are usable nowadays. Either holy freeze (for crowd control of everything even those who “can’t be frozen and cold immune” or holy might (the only aura that not have cap). But let’s not forget end-game runewords that can give your merc different auras in addition to what you already have. On the side note: Act 1 merc with Faith aren’t half bad ;). I’d imagine if someone stinky rich they can put on Act 5 merc decent col blade (and barbs have insane regeneration). Act 3 is junk thou :slight_smile:

If I take my eyes off the merc for just a second he gets obliterated. It takes a different playstyle (in softcore) to keep him alive. I enjoy pulling as many mobs as I can and see if I survive, for that the merc is really bad, so I wonder if Infinity will be worth it. I don’t want to spend high runes just to have to revive the merc every 3 minutes.

BTW, keep us posted on how you manage with MA build, I tried kicksin with Death Sentry but stopped playing in Hell. I will continue with it as soon as I get a respec token, because I screwed up the kicksin to try other things.

The biggest trick is giving him very good armor so he’s survivable. I actually managed to get Duriels Shell on one of them and he’s practically unkillable.

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Okay cool, I have that armor. I’m using Fortitude now, but it’s as bad as Treachery.

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I haven’t used Fortitude yet. It sure does look good on paper though.

It is not bad, but not quite enough I feel. But I’m new to Hell difficulty, only played Nightmare back in the day. Might be something with my playstyle besides mob pulling.

Few word of advice about how to make merc durable.
In the nutshell everything is very very simple - FHR+IAS+LL CB/DS are a bonus. I play hammerdin hence I have a luxury of running merc with holy freeze w.o merc damage suffering. Andy socketed with Ral give you massive LL with +2skills (works on merc aura’s). Chest armor need to have high FHR and weapon either need to have high IAS+LL or something to like Shaeled Rippers Tall.

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it’s Reaper’s Toll but i’m gonna call it Ripper’s Tall from now on :wink:

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There is an Uber Kicksin that is pretty great. Don’t think it is exactly cheap though.

Blade fury is fun, but due to lack of scaling it falls off around mid nightmare and feels incredibly slow in hell, with IAS working the way it does in d2r the only real builds are kicks and traps, I tried the dual claw finisher but it doesn’t really feel like it has any scaling with IAS which really hinders it.

first off, this post speaks to my soul, so i’ll tell you of my experience.

the sad truth of the matter is, an elemental martial artist assassin will never outperform trapsin for aoe/survivability, nor will it keep up with a kicksin on damage. this is just the heartbreaking truth.

that being said, a dual claw pheonix striker assassin is, in my opinion, the single most fun build in the game to play.

you need a treachery runeword armor(i use a scarab shell base). any helm with +skills, or natalyas hat. natalya’s boots, or go for the fastest run speed and max resist increase of some sort. assassin skill amulet. i’m not sure what the full natalya’s odium set bonuses are as i’ve never finished that one. a ring with cannot be frozen, i prefer raven frost. another ring with attack speed and resists.

i use a bartuc’s claw in one hand, and a jade talon in the other.

https://www.icy-veins.com/d2/assassin-skill-calculator#-1-1*13--1*-1-*13--1*13--1*-20-=-20-1*1--*-10-1*--*--*--=--*--*--*--*--*--&0

this is the build that works for me.

i start out with claw mastery for the initial attack rating boost, then one point in tiger strike. it’s great for dropping elites and uniques even with just one point in it. one point in burst of speed. if you can get some 3 socket claws you can dual wield Malice runewords, but be careful to watch your health because they have a life drain suffix on them. you’ll want some leech before you use that. one point in each of the finishing moves as you level. one point in burst of speed. i skip fade because with treachery it’s almost always up unless you overwrite it with burst of speed. i skip mind blast because i just don’t use it, but you can leave a point off weapon block for it, or claw mastery.

the important points here are weapon block and claw mastery. at ten points, weapon block will give you a straight up 50% chance to block with claws. it faces heavy diminishing returns after the tenth point. at ten points it’s 50% block, at 20 points it’s 58%. so i stop at 10 points in it and poitns from gear are just a bonus.

i only put 1 point into dragon claw, even though it’s the attack that uses both claws. it boosts attack rating and does decent damage as a finisher for charged skills, but claw mastery affects ALL claw attacks, so i feel it’s the better investment of points. i’m not a professional min-maxer though, i jsut feel like i do more damage with claw mastery maxed out than with dragon claw maxed out, at least using pheonix strike build.

i ignore venom. treachery armor makes sure it’s constantly applied anyway, with 25% chace to apply lvl 15 venom on striking, and striking like a walking blender with dual claws and burst of speed, it’s never not up.

and then onto the meat of the build. i do 13/13/13 for the elemental strikes themselves, and 20 into pheonix strike. pheonix strike boosts all three of it’s predecessor strikes, they only boost pheonix strike. i like to balance the elemental damage so i can take on literally ANYTHING in hell. with an act 2 nightmare merc to slow them down with holy freeze.

between bartuc’s and jade talons, treachery, and +skill ammy/helm, you should be at like +12 to martial arts and +10 to shadow disciplines. this’ll put you at over 20/20/20 for the baseic elemental strikes and over 30 points into phoenix strike. this means you can drop absolutely MASSIVE damage of any element at any time you wish. dual immunities can go pound sand, you got options no matter what.

it doesn’t kill as fast as my sorc for farming hell cows, but it’s so much more satisfying. and dragon flight lets me teleport out from the middle of a pack if i get surrounded. the only annoying thing is that the fade proc from treachery will override burst of speed. but that’s okay, since i mainly use burst of speed for run speed. with dual wield you’ll be building charges faster than you can release them, and with fade up you just ignore elemental damage

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