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[9] Tiger Strike Assassin
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Visual Tactics
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47.69 Silvarrr

PostPosted: Tue Jul 22, 2008 10:14 pm    Post subject:  [9] Tiger Strike Assassin
Subject description: by Visual Tactics
 

Introduction

This is my all inclusive guide on how to build one of the most effective vlld builds.
Even with easily affordable gear, this character is very effective and does a great job of pking tomb runs when you are bored.

Content
Attack Speeds
Attribute Points
Skill Allocation
Equipment
Jewellery, Charms, & Jewels
Other Important Notes

Attack Speeds

There are a couple variations with this build as you get the choice of going for the 7 or 8 fpa (frames per attack).
We will begin by looking at the possible attack speeds:
Thanks to B[x] for this table
Code:
Level 2 Burst of Speed

Blade Talons with Bloodfist                  8 fpa **
Blade Talons with Death's Combo              7 fpa *
10% IAS Blade Talons with Bloodfist          8 fpa
10% IAS Blade Talons with Death's Combo      7 fpa

Scissors Katar with Bloodfist                9 fpa
Scissors Katar with Death's Combo            8 fpa
10% IAS Scissors Katar with Bloodfist        8 fpa
10% IAS Scissors Katar with Death's Combo    8 fpa
Code:
Level 4 Burst of Speed

Blade Talons with Bloodfist                  8 fpa
Blade Talons with Death's Combo              7 fpa
10% IAS Blade Talons with Bloodfist          7 fpa *
10% IAS Blade Talons with Death's Combo      7 fpa

Scissors Katar with Bloodfist                8 fpa
Scissors Katar with Death's Combo            8 fpa
10% IAS Scissors Katar with Bloodfist        8 fpa
10% IAS Scissors Katar with Death's Combo    7 fpa
  1. To hit the 7fpa, you basically have the two best choices shown
    1. Blade Talons & Death's Combo
      • Advantage: Allows 2 extra skills in Claw Mastery (20% AR, 8% ED 2% CS) + cannot be frozen
      • Disadvantage: Takes up both your glove + belt slot
    2. 10% IAS Blade Talons & Bloodfist
      • Advantage: Only uses glove slot + Bloodfist's mods (30% FHR, 40 Life, 5 Min Dmg)
      • Disadvantage: Must put 2 extra skills in Burst of Speed instead of Claw Mastery

  2. To hit the 8fpa, Blade Talons + Bloodfist are normally your best choice


Attribute Points
Since everyone uses different gear, the exact amount of attribute points you should put in each attribute will vary.

At level 9, you will have a total of 55 stats to use after your character has been hell rushed.
+40 stats from leveling (5 stats per level)
+15 stats from Act III Lam Esen's Tome quest in each difficulty (5 stats per quest)

Strength: Enough to use your heaviest piece of equipment; this will most likely be your armour or claw.
Dexterity: Assuming Pelta Lunata is your shield of choice, you will need 45 Dex to reach 75% block.
*If you don't use Pelta Lunata, you can use this to determine how much dex you will need.
Vitality: All remaining points
Energy: None

Other Assassin Info:
Code:
Attribute Point Effect
1 Vitality point gives  3 Life
1 Vitality point gives  1.25 Stamina
1 Energy point gives    1.75 Mana

Each Character Level
Life    +2
Stamina +1.25
Mana    +1.5

Faster Hit Recovery Breakpoints
Frame        9   8   7    6    5    4    3     2
FHR Needed   0%  7%  15%  27%  48%  86%  200%  4680%


Skill Allocation
At level 9, you will have a total of 20 skills to use after your character has been hell rushed and all skill quests done.
Your skill placement will solely depend on whether you chose to go for the 7fpa or 8fpa and your gear selection. (See the attack speed table above)

Blade Talons & Bloodfist (8fpa) OR Blade Talons & Death's Combo (7fpa)
2 Burst of Speed (BoS)
9 Claw Mastery (CM)
9 Tiger Strike (TS)

10% IAS Blade Talons & Bloodfist (7fpa)
4 Burst of Speed
7 Claw Mastery
9 Tiger Strike
  • The reason you put 7 skills into Claw Mastery and 9 to Tiger Strike (instead of the other way around) is simply because it's more effective.
  • 2 skills to TS: 14% AR + TS charge #3 120% ED
  • 2 skills to CM: 20% AR + 8% ED + 2% Critical Strike

Equipment
Depending on your wealth there are a few options for you to choose from
Even with a very low budget, this character can pack a nasty punch
♠ What jewels to use will be explained subsequently in this guide

Weapon
Assassin claws are your only choice here since you need claw mastery to boost your damage/attack rating.
*Note: only one Prefix or Suffix will be picked per Prefix or Suffix group. (You can't get 'Vicious' and 'Deadly' Prefixes on the same rare claw for example)

Affixes to look for on Blade Talons:
Code:

Claw Prefixes

Name                 Group      Stats
Jagged               105        10% to 20% enhanced Damage
Deadly               105        21% to 30% enhanced Damage
Vicious              105        31% to 40% enhanced Damage
Bronze               110        +10 to +20 to Attack Rating
Iron                 110        +21 to +40 to Attack Rating
Steel                110        +41 to +60 to Attack Rating
Silver               110        +61 to +80 to Attack Rating
Sharp                111        +10 to +20 to Attack Rating & 10% to 20% enhanced Damage
Fine                 111        +21 to +40 to Attack Rating & 21% to 30% enhanced Damage
Mechanic's           122        Sockets (1 to 2)


Claw Suffixes

Name                 Group      Stats
of Readiness         7          +10% Increased Attack Speed
of Frost             10         +1 Cold-Damage over 1 Seconds
of Frost             10         1 to 1 - 2 Cold-Damage over 2 Seconds
of the Icicle        10         1 to 3 - 4 Cold-Damage over 3 Seconds
of Craftmanship      14         +1 Maximum Damage
of Quality           14         +2 Maximum Damage
of Maiming           14         +3 to +4 Maximum Damage
of Slaying           14         +5 to +7 Maximum Damage
of Worth             15         +1 to +2 Minimum Damage
of Measure           15         +3 to +4 Minimum Damage
of Strength          31         +1 to +2 to Strength
of Self-Repair       37         Repairs 1 Durability in 33 Seconds
of Amplify Damage    44         5% Chance to cast Level 1 Amplify Damage on Attack


10% IAS Claw Options:
[Magic] Silver Blade Talons of Readiness (2 sockets)
[Magic] Fine Blade Talons of Readiness (2 sockets)
[Rare] 10% IAS Blade Talons with mods better than the other options

No IAS Claw Options:
[White] 15% ED, +3 AR Blade Talons (3 sockets)
[Magic] Silver Blade Talons of Amplify Damage (2 sockets)
[Magic] Fine Blade Talons Amplify Damage (2 sockets)
[Rare] Blade Talons with mods better than the other options

*Note: Ethereal Weapons gain +50% base damage.
Ethereal Blade Talons have 15-21 base damage while non-ethereal ones have 10-14 base damage
As a result, any Enhanced Damage on an ethereal claw will give you greater damage.


Armour

Best: 15% ED Ancient Armour (4 Socket)

Defence: 218-233 (269 on a 15%ed one)
Required strength: 100
Max sockets: 4
♠ This is your best choice since it has the most defence of any wearable white armour for level 9
♠ The only downside is that you must use 4x -15requirement jewels in order to significantly bring down the strength requirement to 40
♠ Ideally, you want jewels with both the -15req mod + max/min damage which can become very expensive

Lower Budget: 15% ED Gothic Plate (4 Socket)

Defence: 128-135 (156 on a 15%ed one)
Required strength: 70
Max sockets: 4
♠ This is a very decent choice for those trying to upgrade from basic gear but can't yet afford or find 4x high end damage/-15req jewels
♠ Since the strength requirement isn't as harsh as the ancient, you will only be required to use 2x -15req jewels bringing it down to 49str

Beginner: 15% ED Breast Plate (3 Socket)

Defence: 65-68 (79 on a 15%ed one)
Required strength: 30
Max sockets: 3
♠ This is your basic beginner armour: cheap and effective
♠ Since the strength requirement is so low, you need not worry about having to use any -15req jewels
♠ Throw in some 8 or 9 max damage jewels
♠ I do not suggest putting anything higher than a 9max jewel into your Breast Plate because it would be a waste as this is only a starter armour

Helm

Best: 15% ED Mask (3 Socket)

Defence: 9-27 (32 on a 15%ed one)
Required strength: 23
Max sockets: 3
♠ This is the best and only helm you should use
♠ Yes, the Great Helm or Crown have more defence but their strength requirements force you to use a damage/-15req jewel which is a bad idea since you need those for your armour

Shield

Recommended: Pelta Lunata (1 Socket)

Unique Buckler
30-40% Enhanced Defence (varies)
30 Defence
20% Increased Chance Of Blocking
40% Faster Block Rate
10 To Energy
10 To Vitality
2 To Strength

♠ I would highly suggest this as your shield of choice; what more could you ask for?

Other: Vulpine Bone Shield of Deflecting
Magical Bone Shield
Defence: 10-30
Max sockets: 2

30% Faster Block Rate
20% Increased Chance Of Blocking
7%-12% Damage Taken Goes To Mana (varies)

♠ This shield is better suited for other vllds since TS sins aren't very mana intensive
♠ Still not a bad choice since you gain one socket; if you can find a rare one with extra bonuses it could work out better than pelta

Gloves, Belts, Boots

Death's Combo
♠ If you're using Death's combo to reach the 7 fpa, you must use deaths gloves & belt to get the 30% IAS
♠ For your boot slot, try to get something close to rare boots or Hotspurs for a cheaper alternative

Best: Rare Boots, Heavy Boots, Chain Boots

3 To Dexterity
+15 Attack Rating
10% Faster Hit Recovery

♠ Gambling is the best way to get something similar to these (see Gambling section below)

Death's Hand

Leather Gloves
Defense: 2-3 (varies)
Poison Length Reduced by 75%
Poison Resist 50%

30% Increased Attack Speed (2 Items)

Death's Guard

Sash
Defense: 22 (Base Defense: 2)
Cannot be Frozen
+20 Defense

All Resistances +15 (2 Items)

Bloodfist & Hsarus
♠ If you're using Bloodfist to reach either the 7 or 8 fpa, using Hsaur's belt & boots in combination will give +90 Attack Rating & +22 Defence at level 9

Bloodfist

Heavy Gloves
Defence: 17-18 (varies) (Base Defence: 5-6)
+10-20% Enhanced Defence (varies)
+10 Defence
+10% Increased Attack Speed
+30% Faster Hit Recovery
+40 To Life
+5 To Min Damage


Hsarus' Iron Stay

Belt
Defence: 5
Cold Resist +20%
+20 to Life

+ (2.5 Defence Per Character Level) (2 Items)

Hsarus' Iron Heel

Chain Boots
Defence: 8-9 (varies)
20% Faster Run/Walk
Fire Resist +25%

+ (10 Attack Rating Per Character Level) (2 Items)


Jewellery, Charms, & Jewels

Jewellery
Only one Prefix or Suffix will be picked per Prefix or Suffix group.
Rare jewellery can have 2 to 6 magical properties but there will never be more than 3 Prefixes or 3 Suffixes on the same Rare Item.

Rings

Listed are useful TS sin rings affixes.
As a starter, try to get a high AR ring with +2 strength or dexterity.
The best possible ring would probably be 80AR/2Str/2Dex/5Rep life.
Code:
Ring Prefixes 

Name               Group      Stats
Bronze             110        +10 to +20 to Attack Rating
Iron               110        +21 to +40 to Attack Rating
Steel              110        +41 to +60 to Attack Rating
Silver             110        +61 to +80 to Attack Rating

Ring Suffixes

Name               Group      Stats
of Health          1          Damage Reduced By 1
of Warding         2          Magic Damage Reduced By 1
of Thawing         11         Half Freeze Duration
of Craftmanship    14         +1 Maximum Damage
of Dexterity       17         +1 to +2 to Dexterity   
of Regeneration    19         Replenish Life +3 to +5
of Light           25         +10 to Attack Rating & +1 to Light Radius
of Light           25         +15 to Attack Rating & +1 to Light Radius
of the Jackal      26         +1 to +5 to Life
of Strength        31         +1 to +2 to Strength

Amulets

Listed are useful TS sin amulet affixes.
As a starter, try to get high stat amulet (preferably +5) with some of the other listed affixes.
The best possible amulet would probably be 12%DTM/20AR/5Str/5Dex/5Rep Life.
Code:
Amulet Prefixes

Name                Group      Stats
Vulpine             107        +7% to +12% Damage Taken Goes To Mana     
Bronze              110        +10 to +20 to Attack Rating

Amulet Suffixes

Name                Group      Stats
of Health           1          Damage Reduced By 1
of Thawing          11         Half Freeze Duration
of Craftmanship     14         +1 Maximum Damage
of Dexterity        17         +1 to +2 to Dexterity
of Skill            17         +3 to +5 to Dexterity
of Regeneration     19         Replenish Life +2 to +5
of Light            25         +10 to +15 Attack Rating & +1 to Light Radius
of the Jackal       26         +1 to +5 to Life
of the Fox          26         +6 to +10 to Life
of Strength         31         +1 to +2 to Strength
of Might            31         +3 to +5 to Strength
of Frost Shield     44         5% Chance to cast Level 3 Frost Nova when struck


Charms
Listed are the useful TS sin charm affixes.
As a starter, try to get a full inventory of 12-15 life lcs.
The best charms would be 15Life/12AR lcs.
For assassins, you get 3 life for every point into vitality. Because of this, 3 str/dex lcs "equals" 9 life so your best choice is life lcs.
Whether or not to use a FHR gc is your choice. For Bloodfist (30%FHR) users, using a FHR gc would be a waste since you don't make the next breakpoint.
Code:
Small Charms                            │ Large Charms                                       │ Grand Charms
――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――
                                        │                                                    │
Prefixes                                │ Prefixes                                           │ Prefixes
                                        │                                                    │
Stout         +1 Defence                │ Stout         +2 to +3 Defence                     │ Bronze         +6 to +42 to Attack Rating
Bronze        +2 to +4 to Attack Rating │ Bronze        +4 to +12 to Attack Rating           │
                                        │ Lizard's      +2 to +7 to Mana                     │
                                        │                                                    │
Suffixes                                │ Suffixes                                           │ Suffixes
                                        │                                                    │
of Strength   +1 to Strength            │ of Frost      1 to 2 - 3 Cold-Damage over 1 Second │ of Frost       1 to 2 Cold Damage over 1 Second
of Dexterity  +1 to Dexterity           │ of Life       +6 to +15 to Life                    │ of the Icicle  2 to 3 - 4 Cold-Damage over 1 Second
                                        │ of Dexterity  +2 to +3 to Dexterity                │ of Balance     +12% Faster Hit Recovery
                                        │                                                    │ of Strength    +3 to +4 to Strength
                                        │                                                    │ of Dexterity   +3 to +4 to Dexterity


Jewels

IMPORTANT: The Enhanced Damage (ED) Min/Max Jewel Bug

ED and max or min jewels work in weapons without any problems, but for ALL non-weapon jewels:
  1. Having an ED+max jewel in a item: the ED% will only effect min damage
  2. Having an ED+min jewel in a item: the ED% will only effect max damage
  3. Having an ED+min+max jewel in a item: the ED% will have no effect
  4. If an item already has base ED on it, such as the ED that spawn on circlets or ED/AR paladin sheilds, max or min damage jewels will work as normal
  5. Having an ED+max jewel in an item with base ED: the total ED will only effect min damage; the max damage will work as normal
  • Magic Jewels (Blue) has a Magic Prefix, a Magic Suffix, or one of both. A Magic item can never have two Prefixes or two Suffixes
  • When Magic Items are created the chances are:
    • Both Prefix and Suffix: 25%
    • Only a Prefix: 25%
    • Only a Suffix: 50%
  • Rare Jewels (Yellow) can have 2-4 random magical properties
    • Each magical property picked will have a 50/50 chance of being a Prefix and a Suffix, but there will never be more than 3 Prefixes or 3 Suffixes on the same Rare Item
  • A Prefix or Suffix will never be picked more than once.
  • Only one Prefix or Suffix will be picked per Prefix or Suffix group.
    • For example, if you get the Prefix Cinnabar, 5%-10%ED, (Group 105) you can not get the Rusty, 11%-20%ed, Prefix on the same jewel
I have put together this list of all the useful possibilities on jewels for the TS sin, which also applies to most other meele vllds.
Code:
Jewel Prefixes

Name             Group      Stats

Blanched         101        +5 to +8 Defence
Scarlet          103        +1 to +4 Minimum Damage
Carbuncle        104        +1 to +5 Maximum Damage
Cinnabar         105        5% to 10% enhanced Damage
Rusty            105        11% to 20% enhanced Damage
Dun              107        +7% to +12% Damage Taken Goes To Mana
Nickel           110        +10 to +20 to Attack Rating
Tin              110        +21 to +40 to Attack Rating
Bright           112        +10 to Attack Rating / +1 to Light Radius   

Jewel Suffixes

Name             Group      Stats

of Ire           14         +2 to +5 Maximum Damage
of Wrath         14         +6 to +9 Maximum Damage
of Joyfulness    15         +1 to +4 Minimum Damage
of Envy          16         20 Poison-Damage over 2 Seconds
of Daring        16         +1 to +3 to Dexterity
of Spirit        26         +3 to +8 to Life
of Freedom       30         -15% Requirements


Other Important Notes

Combating Cold Damage
When dueling, you will sometimes notice opponents having cold damage; there are several ways to negate its effect.
The most common item, Death's Guard (belt), grants 'Cannot be Frozen'.
Usually, you can get away with not using Death's Guard and just a Half Freeze Duration item because most vllds don’t use much cold damage.
Cold resistance and Half Freeze Duration both lower chill time.
Using two Half Freeze Duration items does not stack; You either have it or you don't.

Half Freeze Duration is most commonly acquired through your rare rings, amulet, or boots (you would need to sacrifice the Dex, AR, or FHR Suffix).

Minimum Damage
Instead of using mainly max damage jewels, some people prefer to make an all minimum damage build; these builds can easily be better if you have the required jewels.
The balance for average damage is in favour of min damage for 2 reasons:
  1. If min > max, then max = min+1
    • Therefore every +1 min = 1min + 1max damage
  2. Usually, the highest min damage is 1:3 compared to max damage but at the vlld level you can get up to 8 min damage vs 14 max damage
    • As a result of this, 8 min damage jewels surpasses the 50% margin meaning they 'act' like 16 max and are therefore more effective provided you don't waste any achieving the threshold
Socketing
When socketing items, please note the Enhanced Damage bug explained above.

Claw
You want to use your highest max damage/enhanced damage jewels in your claw.
If you are using a non-ethereal claw and want to upgrade to an ethereal one, it might be best to save your top notch jewels because the enhanced damage will have a greater effect.

Comparing a white superior 3 socket Blade Talons with an superior ethereal 3 socket one:
Code:
3 Socket 15% ED Blade Talons     3 Socket 15%ed Ethereal Blade Talons
10-14 base damage                15-21 base damage
  ^-5 min, 7 max damage difference-^

3x 9 max/20% ED jewels           3x 9 max/20% ED jewels
15% ED (superior)                15%ed (superior)

Final Damage:                    Final Damage:
15-48                            23-59
  ^-8min, 11 max damage difference-^
Even after accounting for the ethereal bonus, you can see that the the %ED has given the left claw an extra 3 min & 4 max damage.

Armours

Breast Plate
As a starter armour, throw in the standard 3x 8 or 9 max damage jewels.

Gothic Plate
2x -15req jewels are needed to bring the strength requirement down to 49.
The other 2 jewels should be damage/attack rating jewels; anything else is a bonus.
If you have couple high-end -15req/damage jewels, it might be better to save them for your endgame ancient armour.

Ancient Armour
For this to work well, you will need 4x -15req/damage jewels.
Ideally, you want 4+ min damage or 9+ max damage on the jewels along with the -15req; anything else is a bonus.

Helm
3x 9 max damage jewels are the standard.
You can improve by using higher damage/attack rating/mod jewels.

Shield
Again, a 9 max damage jewels work fine
You can always improve by using a higher damage/attack rating/mod jewels.

Act 5 Larzuk Socketing Quest
Rare, set, and unique items will always get 1 socket if the item is socketable and doesn't already have sockets.
Magic items will get 1 to 2 sockets. It's entirely luck if you get 1 or 2 on them; where you found it DOES NOT matter.
The number of sockets is not affected by the difficulty level, only by the ilvl of the item, which is based on the mlvl of the monster that drops it.

Imbuing
Ethereal Blade Talons are best imbued at level 18.
This gives you the opportunity to get all the best mods while never imbuing Blade Talons over level 9.

Gambling
The chance for gambling Rares is 1 in 10 (10%)
Level 9 requirement Rare Boots, Heavy Boots, and Chain Boots are best gambled with a level 19 character.
This enables an ilvl of 14 every time meaning the suffix "of Dexterity" (3 dexterity) always has the chance of spawning.
*Note: gambling with a level 19 does not mean all boots will be level 9, you could get higher level requirement ones.

Shopping
Shopping in Act 5 at Anya is the easiest option to obtain magic claws; make Anya's portal is open for quick refreshing of the items in her trade screen.
Using a level 20 character is the optimal level to shop your claws; do NOT use any character lower than this because only 1-2 magic claws will appear at the NPC instead of 2-6 claws.

Rerolling Rare Jewels
This is probably your best bet to quickly get some nice rare jewels since it takes forever to get good rare ones.

There are two methods to rolling rare jewels:

6x Perfect Skull Method
ilvl = int(.4 * clvl) + int(.4 * ilvl)
ilvl = int(.4 * 20) + int(.4 * 12)
ilvl = int(8) + int(4.8)
ilvl = 12

clvl = character level
ilvl = item level, this will let you limit what the maximum level the jewels since you limit what affixes can spawn
The int function means all decimals ignored (dropped).

The easiest method to acquire a ilvl 12 jewel would be off normal Andariel.
You could just use any rare jewel (if you know its ilvl) but then you would need to lower its ilvl to 12 by rerolling it.
As you can see, using a level 20-22 character will keep the ilvl of the jewel at 12 after every roll meaning you can keep rerolling the jewel and it will stay at a level 9 requirement.

1x Perfect Skull + Stone of Jordan Method

ilvl = int(.66 * clvl) + int(.66 * ilvl)
ilvl = int(.66 * 8) + int(.66 * 12)
ilvl = int(5.28) + int(7.92)
ilvl = 12

As you can see, using a level 8-9 character will keep the ilvl of the jewel at 12 after every roll meaning you can keep rerolling the jewel and it will stay at a level 9 requirement.

Vlld Magic Finding

When vlld magic finding, you won't really be needing magic find gear since you will mostly be looking for jewels and charms.
Obviously, you want to be in a game with as many players as possible for more monster drops.
You will be looking for places densely packed with monsters because more monsters = more drops.
I suggest these places in normal mode: The Secret Cow Level, Sewers Level 2 & 3, Tal Rasha's Tombs.

The Andariel bug
When you kill a boss for the quest, the drops are of rare or higher quality.
This bug allows you to get quest drops every time when you kill Andariel, and so it greatly increases the chance of rare, set, and unique items dropping.
This is a good method to hunt for rare vlld jewels, rings, and amulets.
  1. Enter the game with your character
  2. Kill Andariel and complete the quest
  3. As soon as you have killed her, make a town portal and talk to Warriv. DO NOT talk to anyone else.
  4. Save and exit the game
  5. Now whenever you create a game with that character in that difficulty, Andariel will always give you quest drops

Strategy
It's pretty basic: charge up your attack by using Tiger Strike until you have 3 charges going before releasing them using your normal attack. Rinse and repeat.
Always walk when dueling so that you have 75% chance to block.

Screenshots

Currently socketed with a 9 max / 19% ED Jewel


Suggestions and comments appreciated.

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Last edited by Visual Tactics on Tue Jul 28, 2009 1:49 am; edited 5 times in total
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krajee

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PostPosted: Tue Jul 22, 2008 10:52 pm    Post subject:  

I'd suggest putting in information about how to combat chill duration with half freeze duration + cold resist, as some people still don't know that.
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coatol2


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PostPosted: Wed Jul 23, 2008 1:28 am    Post subject:  

Very nice guide, wish this was around back when I made my first sin, It would have been soo much easier.

Vote for sticky!

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Visual Tactics
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PostPosted: Wed Jul 23, 2008 4:48 am    Post subject:  

krajee wrote:
I'd suggest putting in information about how to combat chill duration with half freeze duration + cold resist, as some people still don't know that.
Added the info, thanks.

coatol2 wrote:
Very nice guide, wish this was around back when I made my first sin, It would have been soo much easier.
Vote for sticky!
Already stickied it Smile
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Jerkazoid


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PostPosted: Wed Jul 23, 2008 6:39 am    Post subject:  

so thorough!

i think you can include a small paragraph in the jewel section on the minimum dmg variation, and how min dmg can become more effective due to the feature when surpassing max.

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PostPosted: Fri Jul 25, 2008 1:47 am    Post subject:  

Added a min damage section. thanks!
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TheStrike

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PostPosted: Thu Sep 04, 2008 8:37 pm    Post subject:  

Absolutely beautiful guide.

Well done!
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PostPosted: Wed Dec 01, 2010 6:32 pm    Post subject:  

Cool We need more vllds out there!
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