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So if an engraving says '20% Damage with Ability' Does that mean that if I have the ability equipped then I have 20% more damage on the weapon itself? Jun 11, 2009 Best assassin build I recently made a martial artist with d tail and tiger strike, but found out she sucks. on hell mode. I could use some help on all of your expertness in assassins! This is an oppurtunity to show off your assassins stats! Str lvls, dex, vit, energy. Also there skill. This is my first guide in Dotafire.com. I accept all criticism better than praises. So you want to pick Phantom Assassin eh, first you must learn that she is an agility gain hard carry which could easily snowball out of control once she is farmed. Nov 07, 2018 Other useful skills: Cloak of Shadows (for safety), occasional Fade (for more dmg reduction), Shadow Master in solo games (when in party, I recommend using Shadow Warrior), BoS to.
Description
For this skill, an initial kick is what you get with one point, progressive skill levels will grant a followup kick on multiples of 6.
Number of Kicks per Skill Level |
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and so forth. At lvl 48, 9 kicks are possible.
This skill has the potential to be the fastest attack in the game at high skill level, but it is useful even at lvl 1 (with the correct gear). While many assassin skills are good versus groups, this skill shines when used on one opponent. When using max frames speed (attained by using increased attack speed=ias gear) and the attribute 'crushing blow', most bosses can be dispatched easily. Even ubers can be killed easily with Dragon Talon at lvl 18 (4 kicks) or higher provided that (in addition to fast kicks and crushing blow) the assassin has stacked (max and over) resists and uses Draculs Gloves for life tap.As mentioned, it is useful at lvl 1 but that is only if the assassin wants to sacrifice other attributes for ias and crushing blow gear. The ias neccessary will depend on the weapon used, and 40% or more crushing blow is recommended.Once end game gear is determined, it is also wise to put hard skills into dragon talon until it reaches a multiple of six with end gear. (So for instance, if you only put 1 point to it, and it is lvl 11 with your end game gear, you would want to put another point to it to get it to lvl 12 and 3 kicks.)
Straight plus Damage, (as from Grief or War Travelers), will not work with kicks; however, Magic damage, (as on runeword Chaos), and Elemental damage,(as from Runeword Lawbringer or Baranar's Star), will work. Max Damage from jewels or charms will not. Kick damage can be increased by the attribute enhanced damage = ed (ONLY if it is Not found on a weapon or an ED/Max jewel). Kick damage can be increased with high damage boots and high strength and dexterity. Venom DOES work with kicks, despite not showing up on the character screen kick damage.
Because it delivers so many hits in rapid succession, items that grant the attribute 'chance to cast on striking' or 'chance to cast on attacking' work especially well with Dragon Talon. Amplify damage (on the main claw, atmas amulet, or gavel of pain), and Decrepify (as in Runeword Lawbringer or Reaper's Toll) work particularly well. As previusly mentioned, chance to cast lifetap (from Draculs Grasp Gloves) is almost imperative for killing ubers. Static (from runeword Crescent Moon or Schaefer's Hammer)can also be useful for bosses in high player games; (especially when used on a weapon switch and used for just a few kicks to get the mob to half life, then switching back to a primary weapon set of more effective killing equipment.The 'Rift Assassin build' also revolves around the same premise, that dragon talon is hugely effective for triggering the chance to cast on striking/attack attributes.
For pvp, some suggest that 3 kicks (lvl 12) is optimum so that the length of the kick animation does not impede your mobility.
This 'Rift Assassin build' is centered around this skill and Rift Runeword.
The 'Dancer Assassin builds' use traps in conjunction with kick.
What Works | What Doesn't Work |
Attributes Listed below when on the MAIN CLAW or OFFHAND SHIELD
| ANY Attribute (this column or the other) on an OFFHAND CLAW
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Assassin Skills | ||
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Martial Arts | Tiger Strike • Dragon Talon • Fists of Fire • Dragon Claw • Cobra Strike • Claws of Thunder • Dragon Tail • Blades of Ice • Dragon Flight • Phoenix Strike | |
Shadow Disciplines | Claw Mastery • Psychic Hammer • Burst of Speed • Weapon Block • Cloak of Shadows • Fade • Shadow Warrior • Mind Blast • Venom • Shadow Master | |
Traps | Fire Blast • Shock Web • Blade Sentinel • Charged Bolt Sentry • Wake of Fire • Blade Fury • Lightning Sentry • Wake of Inferno • Death Sentry • Blade Shield |
What Gear Modifies Assassin Kick Dmg Free
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The Trapsin is an Assassin class character that makes full utilization of the Trap skilltree and a shallow dip into the Shadow skills to support her. Traps are minion based summons that are stationary and attacks enemies as soon as they enter the range of the trap. When multiple enemies are within reach, the one closest to the trap becomes the target. At end-build this character specialization will deal massive amounts of Lightning, moderate amounts of Fire, and limited amounts of physical damage, so there are no normal enemies that cannot be killed. The assassin does not have to fight on the front lines if she so chooses, however, her massive pool of life points will allow her to be relatively safe regardless of where she is placed in battle.
- 4Skill Progression
Stat Allocation
Assassins start with the following stats:
Strength:20Dexterity:20Vitality:20Energy:25
For each level, her base health increases by a count of 3. This makes her extremely durable on her own, not taking into account that a Trapsin is a distance fighter.
For the perfect item setup, it is not necessary to put stats anywhere to finish her build, so for comfort everything can be placed into Vitality. Should you expect not being able to afford the whole item setup, the player can dump some points into Strength, whereby 40 will put you on the safe side. NOTE: If possible, before you start allocating stat points, look up the gear that you expect to be using at the end and tally up how many stats you get from items and how much you need.
Skills
Our gear will be optimized mainly for +Skills, Teleportation and full resistances in combination with Fade, so we have to use a few Shadow Discipline skills to help us work out the deficit of such offensive gear. This build is completed at 98 if you aim to get all the skills listed below.
20 - Fire Blast
20 - Shock Web
20 - Charged Bolt Sentry
20 - Lightning Sentry
20 - Death Sentry
What Gear Modified Assassin Kick Dmg Download
1 - Claw Mastery
1 - Psychic Hammer
1 - Burst of Speed
1 - Weapon Block
1 - Cloak of Shadows
1 - Fade
1 - Shadow Warrior
1 - Mind Blast
1 - Shadow Master
Skill Explanation
I suggest getting shadow skills out of the way as soon as you get them with the exception of Shadow Master, they help tremendously. Shadow Warrior is efficient enough for leveling, it will not use Mind Blast to annoy party members. Also invest points into Fire Blast, gradually hitting the skill cap before maxing all lightning based traps to take out immunes with relative ease. Fire Blast deals much more damage than any stationary fire trap because of the synergies of other traps you skill, and also does not suffer from the delay until next hit, making stationary fire traps deal even less damage than what the screen says. Max Shock Web or Charged Bolt Sentry last. A mixed opinion between players surfaces when discussing Fade vs. Burst of Speed. For this exact guide, it is imperative that Fade is on most of the time for a few reasons:
- The resistances will not be maxed out by a good deal.
- Fade has an invisible stat boost. For each level (up to 20) in Fade, your assassin recieves 1% Damage Reduction.
- We will be able to teleport safer.
Skill Progression
This is a very loose field for the Trapsin. She won't have enough Mana at the beginning to spam traps, so after a few points in traps, attention can shift towards the Shadow tree. Once a stable amount of Mana is available, you can now switch between Shadow and Traps as you deem necessary. The main point is to make sure damage keeps growing so you don't stall out, but at the same time, have the shadow skills done before leveling gets tough, 90 at the latest.
Summary
- Traps for the first few levels
- Shadow after the first trap skills have been unlocked
- Alternate Traps and Shadow as necessary when Mana is available
- Have Shadow finished by 90 at the latest
- Rest in Traps
Equipment List
High-End Equipment
Head - Shako
Amulet - Mara's
Armor - Mage Plate Enigma
Weapon - Flail HotO
Shield - Monarch Spirit
Gloves - Magefists
Belt - Arachnid's Mesh
Boots - Treks
Rings - BK for Life, SoJ if you are short on mana. 700 Mana is more than enough to teleport to Baal though.
Charms - High Stat Torch
Charms - High Stat Anni
Charms - 9x Trap Gcs
Equipment Explanation
This setup of items was placed together for the best results in damage, faster cast rate and resistances. Should you have to replace any items, I recommend either stating some Strength or substituting one of the rings for a rare random with enough strength and other stats you pick. Taking the Mage Plate Enigma out of the equation will make it nearly impossible to use a Spirit shield unless more changes are made to gain back that strength. This will result in a very possible reduction of damage amongst other things, making the character less efficient. The Enigma is preferred over a Chains of Honor armor because it enables us to teleport. This is desirable for Baaling, MFing and PvP.
Tips
This build will leave you with 525 base vitality, and exceeds to near the 700 mark when considering stats from items. You may however chose to get max block instead of massive vitality, but that is player preference. Always spam Traps at the edge of the screen in the general direction you are heading to, and bind your left mouse key to Fire Blast. This way you will never have to choose between Lightning Trap or Fire Blast when confronted with multiple enemies. Use Mind Blast when necessary. This is helpful when stopping in a mob of angered monsters, especially dolls, but also useful in PvP if you can get the stun lock activated. If you have the option, give your mercenary an Infinity polearm and take some extra Mana potions instead of opting for Insight - it will increase your clearing speed considerably.
Contrary to popular belief, Rainbow Facets and Griffon's Eye Diadem do nothing for our Assassin. It has been proven that Traps are minion-class summons, and although the damage screen will say otherwise, nothing is gained from those items.
Assassin Builds | ||
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Tiger Claw Sin by lMarcusl • Trapsin by Ferr3t • WhirlWind Sin by Kickin It |
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