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Diablo II: Lord of Destruction Martial Artist FAQ for
Patch 1.10
-------------------------------------------------
Legal Stuff:
Before we begin...
This FAQ is Copyright 2004 CrimsonKnight (Michael Gelshion).
You may only use this faq for personal use. Any attempt to copy, re-post, or sell this document without permission will result in your paying a hefty fine as defined under Title 17 Chapter 5 Section 506(d) of US Copyright Law.
As of right now, only GameFAQs has permission to display this FAQ. However, if you would also like to post this FAQ(unedited) on your site, and without the risk of breaking the law, send me an email at Nevalis10000@hotmail.com. Simply ask, and most likely I will be happy to help.
Also, all references, characters, and names in Diablo II: Lord of Destruction are Copyright by Blizzard Entertainment.
Anyhow, on with the FAQ.
Table of Contents:
To go directly to a particular section, simply hit Ctrl+F and copy/paste the the word found in the brackets as well as the brackets.
I. Introduction [Intro]
II. Changes in Patch 1.10 [Patch]
III. Skill Trees for Martial Arts/Shadow Disciplines [Skills] [Shadow]
IV. Suggested Builds [Build]
V. Stats, stats, stats [Stats]
VI. Is a mercenary right for you? [Mercs]
VII. Equipment [EQ]
VIII. Act Boss Guide [Bosses]
IX. Credits [Cred]
X. Contact Information [Contact]
XI. Version Updates [Updates]
---------------------------=[Intro]=-------------------------------
Lets get better aquainted with our very deadly friend, The Assassin and a brief introduction to the purpose of the FAQ.
---------------------------=[Intro]=-------------------------------
Like many stories have told, the Assassin is one who uses speed, deception, and the shadows as a means of survival. The Assassin is a unique class that provides Diablo players with the opportunity to think a little bit more than your average Barbarian/Sorc in terms of which skills to use while slaying the demonic hordes. There are three possible paths one could take when building an Assassin, either pure martial arts, pure traps, or hybrid(both traps and martial arts). Before patch 1.10 introduced skill synergies, one could make an effective hybrid build in order to utilize all skill trees. While it's still possible to do it now, it would not be nearly as powerful as going either pure traps or pure martial arts. I think you know which I favor more :P.
The purpose of this FAQ is to provide some advice with skill and stat allocation for those interested in making a deadly assassin that is capable of handling her own in the now harder Hell mode. It is meant to hopefully give you some insight on the changes made to the class in the latest patch since
I haven't seen any updates for the previous Assassin FAQs. Of course, in the end, you don't need to follow this word for word, and I highly encourage you to choose a build that suits you best. Also this FAQ assumes that you have at least the fundemental knowledge on how an assassin's charges/finishing moves work. If you don't, I suggest you read a more general assassin FAQ before continuing with this one.
----------=[Patch]=--------
What changed in Patch 1.10?
----------=[Patch]=--------
Well, for starters, the overall difficulty has increased substantially.
What this means is you really need to keep your wits about you when treading through the harder difficulties, especially if you aren't sporting top notch equipment. However, you now have skill synergies to possibly look into when creating a new character, opening up more possible and practical builds than originally possible. Think of a synergy as a bonus you receive by investing points in another skill. For example, Phoenix Strike receives bonuses from
Fists of Fire, Claws of Thunder, and Blades of Ice. So, if you put points into those synergies, the respective elemental damage of Phoenix Strike will naturally increase. However, the bonus only applies to the points you actually invested in the skill. Using +skills eq will NOT apply synergy bonuses.
Anyhow, All classes have the ability to make use of synergy based builds, but this FAQ primarily focuses on the synergies associated with the Martial
Artist. The patch also provided skill tweaks, new unique items, new horadric cube recipes, etc, but there are other sources that will go into much more detail, concerning the subject matter of overall changes.
-----=[Skills]=------
Skill Trees
-----=[Skills]=------
I will give a brief breakdown of each ability, and how useful you may find it during your travels through the corrupted realms. Again, just because I think something isn't terrific doesn't mean it is. Maybe I overlooked some exploit that makes a seemingly useless skill incredible, and wouldn't it be cool to prove me wrong?
============
Martial Arts
============
--------------
Level 1 Skills:
--------------
Name: Tiger Strike
Type: Charge up skill
MP Cost: 1
Desc: Consecutive hits add damage bonuses.
What it does: Each charge increases the damage modifier of the first attack/finishing move used to unleash the charges.
Breakdown: This is an amazing skill that is as mana efficient as you could get.
At level 20 the third charge gives you a damage modifier of 1440%.
Needless to say, that is most likely the biggest mod for any skill in the entire game. Maxing this skill wouldn't be a bad idea, but it gives you less skill points to use for synergies.
Suggested skill point allocation:
Either Max, or 10, or 1(if you intend to boost this with +skills eq)
Name: Dragon Talon
Type: Finishing Move
MP Cost: 6
Desc: Kick your enemies out of your way.
What it does: As the description says, you kick your enemies. However, kick damage is not based on your weapon damage, unless you have a katar tied to your boot...Anyway, it's:
MinDamage= (str+dex-20)/4)*(100+skill_bonus)/100 +
BootMinDam*(100+str*StrBonus/100+skill_bonus)/100
MaxDamage= (str+dex-20)/3)*(100+skill_bonus)/100 +
BootMaxDam*(100+str*StrBonus/100+skill_bonus)/100
Did you get all that? Basically it means if you intend to use a kick skill, prepare to invest a lot of points into strength and dexterity. Also, a pair of shadow dancer(unique myrmidon boots) will add 83 bootmindam and 149 bootmaxdam, which is very nice.
However, the boots are not exactly easy to come by.
Breakdown: Dragon talon is nothing special. At Slevel 20 you'll do up to 4 kicks, but the damage modifier leaves more to be desired. It's not a horrible skill, just not practical for the later difficulties, at least, I never received much help from it.
Suggested skill point allocation:
Only 1 as a prerequisite.
---------------
Level 6 skills:
---------------
Name: Fists of Fire
Type: Charge up skill
MP Cost: 2
Synergy: Receives a 12% fire damage bonus per level of Phoenix Strike.
Desc: Consecutive hits add fire damage.(Must equip at least 1 claw to use this)
What it does:
Charge 1: Adds fire damage to your attack.
Charge 2: Causes fire damage to hit all within a radius of 2.6 yards.
Charge 3: Creates a small fire that will burn on the ground, dealing damage every second.
Breakdown: If you intend to learn Phoenix Strike, and I encourage just about all martial artists do, then it wouldn't hurt to invest in this skill when it first becomes available. The damage is rather low, but using it against Andariel, and in the beginning of Act 2 is better than nothing. However, it is a synergy for Phoenix Strike, making it a strong candidate to max even if you don't use it later on in the harder difficulties.
Suggested skill point allocation:
Either Max if you want to take advantage of the synergy bonus,
10 points if you also want to apply a synergy bonus elsewhere, or just 1 as a prereq for Phoenix Strike.
Name: Dragon Claw
Type: Finishing Move
MP Cost: 2
Desc: Slice and dice your enemies with your dual-claw weapons.
What it does: As the description implies, it is simply a basic attack that uses both claws at once. Obviously you'll need to wield two claws to use the skill.
Breakdown: The use of this skill brings up the neverending debate over the dual claw assassin or claw/shield assassin. Personally, I always opt for dual claw simply because it looks badass and is more fun.
If you wish to play it safe, you may as well be a concentrator barbarian. Anyhow, this skill doesn't add a significant amount of damage, only 145% at level 20, though its 515% attack rating bonus is quite nice. Most likely, if you play dual claw, this will be your default attack, since assassins need all the damage modifiers they can get.
Suggested skill point allocation:
Max if you use dual claw, 10 points if you also want to use
Tiger Strike, or 1 if you use a shield and need it as a prereq.
----------------
Level 12 skills:
----------------
Name: Cobra Strike
Type: Charge up skill
MP Cost: 2
Desc: Consecutive hits adds life and mana stealing.
What it does:
Charge 1: Provides life leeching
Charge 2: Provides minor life and mana leeching
Charge 3: Provides improved life and mana leeching
Breakdown: I can't count how many times this skill has saved me from playing the corpse retrieval game. The great thing about this move is it works like a rejuvination potion, meaning you're instantly replenished. Even with the skill at level one, you're capable of leeching back 80% life and mana, which is just insane. This is a
Diablo II: Lord of Destruction Martial Artist FAQ for
Patch 1.10
-------------------------------------------------
Legal Stuff:
Before we begin...
This FAQ is Copyright 2004 CrimsonKnight (Michael Gelshion).
You may only use this faq for personal use. Any attempt to copy, re-post, or sell this document without permission will result in your paying a hefty fine as defined under Title 17 Chapter 5 Section 506(d) of US Copyright Law.
As of right now, only GameFAQs has permission to display this FAQ. However, if you would also like to post this FAQ(unedited) on your site, and without the risk of breaking the law, send me an email at Nevalis10000@hotmail.com. Simply ask, and most likely I will be happy to help.
Also, all references, characters, and names in Diablo II: Lord of Destruction are Copyright by Blizzard Entertainment.
Anyhow, on with the FAQ.
Table of Contents:
To go directly to a particular section, simply hit Ctrl+F and copy/paste the the word found in the brackets as well as the brackets.
I. Introduction [Intro]
II. Changes in Patch 1.10 [Patch]
III. Skill Trees for Martial Arts/Shadow Disciplines [Skills] [Shadow]
IV. Suggested Builds [Build]
V. Stats, stats, stats [Stats]
VI. Is a mercenary right for you? [Mercs]
VII. Equipment [EQ]
VIII. Act Boss Guide [Bosses]
IX. Credits [Cred]
X. Contact Information [Contact]
XI. Version Updates [Updates]
---------------------------=[Intro]=-------------------------------
Lets get better aquainted with our very deadly friend, The Assassin and a brief introduction to the purpose of the FAQ.
---------------------------=[Intro]=-------------------------------
Like many stories have told, the Assassin is one who uses speed, deception, and the shadows as a means of survival. The Assassin is a unique class that provides Diablo players with the opportunity to think a little bit more than your average Barbarian/Sorc in terms of which skills to use while slaying the demonic hordes. There are three possible paths one could take when building an Assassin, either pure martial arts, pure traps, or hybrid(both traps and martial arts). Before patch 1.10 introduced skill synergies, one could make an effective hybrid build in order to utilize all skill trees. While it's still possible to do it now, it would not be nearly as powerful as going either pure traps or pure martial arts. I think you know which I favor more :P.
The purpose of this FAQ is to provide some advice with skill and stat allocation for those interested in making a deadly assassin that is capable of handling her own in the now harder Hell mode. It is meant to hopefully give you some insight on the changes made to the class in the latest patch since
I haven't seen any updates for the previous Assassin FAQs. Of course, in the end, you don't need to follow this word for word, and I highly encourage you to choose a build that suits you best. Also this FAQ assumes that you have at least the fundemental knowledge on how an assassin's charges/finishing moves work. If you don't, I suggest you read a more general assassin FAQ before continuing with this one.
----------=[Patch]=--------
What changed in Patch 1.10?
----------=[Patch]=--------
Well, for starters, the overall difficulty has increased substantially.
What this means is you really need to keep your wits about you when treading through the harder difficulties, especially if you aren't sporting top notch equipment. However, you now have skill synergies to possibly look into when creating a new character, opening up more possible and practical builds than originally possible. Think of a synergy as a bonus you receive by investing points in another skill. For example, Phoenix Strike receives bonuses from
Fists of Fire, Claws of Thunder, and Blades of Ice. So, if you put points into those synergies, the respective elemental damage of Phoenix Strike will naturally increase. However, the bonus only applies to the points you actually invested in the skill. Using +skills eq will NOT apply synergy bonuses.
Anyhow, All classes have the ability to make use of synergy based builds, but this FAQ primarily focuses on the synergies associated with the Martial
Artist. The patch also provided skill tweaks, new unique items, new horadric cube recipes, etc, but there are other sources that will go into much more detail, concerning the subject matter of overall changes.
-----=[Skills]=------
Skill Trees
-----=[Skills]=------
I will give a brief breakdown of each ability, and how useful you may find it during your travels through the corrupted realms. Again, just because I think something isn't terrific doesn't mean it is. Maybe I overlooked some exploit that makes a seemingly useless skill incredible, and wouldn't it be cool to prove me wrong?
============
Martial Arts
============
--------------
Level 1 Skills:
--------------
Name: Tiger Strike
Type: Charge up skill
MP Cost: 1
Desc: Consecutive hits add damage bonuses.
What it does: Each charge increases the damage modifier of the first attack/finishing move used to unleash the charges.
Breakdown: This is an amazing skill that is as mana efficient as you could get.
At level 20 the third charge gives you a damage modifier of 1440%.
Needless to say, that is most likely the biggest mod for any skill in the entire game. Maxing this skill wouldn't be a bad idea, but it gives you less skill points to use for synergies.
Suggested skill point allocation:
Either Max, or 10, or 1(if you intend to boost this with +skills eq)
Name: Dragon Talon
Type: Finishing Move
MP Cost: 6
Desc: Kick your enemies out of your way.
What it does: As the description says, you kick your enemies. However, kick damage is not based on your weapon damage, unless you have a katar tied to your boot...Anyway, it's:
MinDamage= (str+dex-20)/4)*(100+skill_bonus)/100 +
BootMinDam*(100+str*StrBonus/100+skill_bonus)/100
MaxDamage= (str+dex-20)/3)*(100+skill_bonus)/100 +
BootMaxDam*(100+str*StrBonus/100+skill_bonus)/100
Did you get all that? Basically it means if you intend to use a kick skill, prepare to invest a lot of points into strength and dexterity. Also, a pair of shadow dancer(unique myrmidon boots) will add 83 bootmindam and 149 bootmaxdam, which is very nice.
However, the boots are not exactly easy to come by.
Breakdown: Dragon talon is nothing special. At Slevel 20 you'll do up to 4 kicks, but the damage modifier leaves more to be desired. It's not a horrible skill, just not practical for the later difficulties, at least, I never received much help from it.
Suggested skill point allocation:
Only 1 as a prerequisite.
---------------
Level 6 skills:
---------------
Name: Fists of Fire
Type: Charge up skill
MP Cost: 2
Synergy: Receives a 12% fire damage bonus per level of Phoenix Strike.
Desc: Consecutive hits add fire damage.(Must equip at least 1 claw to use this)
What it does:
Charge 1: Adds fire damage to your attack.
Charge 2: Causes fire damage to hit all within a radius of 2.6 yards.
Charge 3: Creates a small fire that will burn on the ground, dealing damage every second.
Breakdown: If you intend to learn Phoenix Strike, and I encourage just about all martial artists do, then it wouldn't hurt to invest in this skill when it first becomes available. The damage is rather low, but using it against Andariel, and in the beginning of Act 2 is better than nothing. However, it is a synergy for Phoenix Strike, making it a strong candidate to max even if you don't use it later on in the harder difficulties.
Suggested skill point allocation:
Either Max if you want to take advantage of the synergy bonus,
10 points if you also want to apply a synergy bonus elsewhere, or just 1 as a prereq for Phoenix Strike.
Name: Dragon Claw
Type: Finishing Move
MP Cost: 2
Desc: Slice and dice your enemies with your dual-claw weapons.
What it does: As the description implies, it is simply a basic attack that uses both claws at once. Obviously you'll need to wield two claws to use the skill.
Breakdown: The use of this skill brings up the neverending debate over the dual claw assassin or claw/shield assassin. Personally, I always opt for dual claw simply because it looks badass and is more fun.
If you wish to play it safe, you may as well be a concentrator barbarian. Anyhow, this skill doesn't add a significant amount of damage, only 145% at level 20, though its 515% attack rating bonus is quite nice. Most likely, if you play dual claw, this will be your default attack, since assassins need all the damage modifiers they can get.
Suggested skill point allocation:
Max if you use dual claw, 10 points if you also want to use
Tiger Strike, or 1 if you use a shield and need it as a prereq.
----------------
Level 12 skills:
----------------
Name: Cobra Strike
Type: Charge up skill
MP Cost: 2
Desc: Consecutive hits adds life and mana stealing.
What it does:
Charge 1: Provides life leeching
Charge 2: Provides minor life and mana leeching
Charge 3: Provides improved life and mana leeching
Breakdown: I can't count how many times this skill has saved me from playing the corpse retrieval game. The great thing about this move is it works like a rejuvination potion, meaning you're instantly replenished. Even with the skill at level one, you're capable of leeching back 80% life and mana, which is just insane. This is a
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