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This was copied from xoxo's guide [https://docs.google.com/document/d/e/2PACX-1vSNkF8LthNf5nFn0490sCbM0ooffCVRWfeM6y3yi-c-GcCnaqhLxH9c8vkxF9prdQs%20NqWnXDIZr%20Ot/pub here]. =xoxo’s PD2 Mind Blast Assassin , aka mbsin, Guide (Season 11)= This is a guide for PD2 mbsin. The build is also not exactly rocket science to gear or play. This build is based on my experience playing it in Season 10 and tips from others in [https://discord.com/channels/701658302085595158/776859543141089330 #assassin-discussion]. ==Document Changes== Season 10: * Initial guide. Season 11 preview: * Added Whispering mirage, Constricting Loop to gear. * Added Shadow Warrior mechanics. ==Should I play mbsin?== Pros: * Good league starter, can level with the build and can start farming with little to no gear. * Competent mapper with season 10 changes, stronger mapper with season 11 changes. Cons: * Sustain can be a problem while gearing up. * Overall top-end damage peters out compared to other builds in lategame. ==Playstyle== You walk/teleport around and spam Mind Blast until the screen is clear, swap to Psychic Hammer for phys-immunes, rinse and repeat. Shadow Warrior provides a meatshield and Cloak of Shadows provides an additional defensive option against archers and whatnot. Specifically, you’ll generally be focusing either on FRW (Vigor merc + burst of speed) or telestomping (A1/A2/A3/A5 merc with innocence + amp source). FRW is more suited for easier content (farming chaos, corrupted zones, keys etc.) and Example gameplay: * T3 maps (telestomp): https://www.youtube.com/watch?v=lA2mB3zFaI4&t=90s ==About Shadow Warriors== Season 11 adds ways for Assassins to summon up to 2 additional shadows (warriors or masters), via the new Whispering Mirage unique claw and overall Nat’s set bonus. The shadow warriors have received new and improved AI this season, and they are a mind blast synergy anyways, making them very handy buddies to have. Nat’s set isn’t great for Mind Blast due to the lack of FCR, but the mirage claws have great stats for Mind Blast and are a great option for endgame builds. ==How about hardcore?== I don’t play hardcore, but the build is quite safe, has a built-in meatshields who can spam cloak of shadows (3 now even!), and works while broke so should be a good hardcore candidate. Endgame telestomping has felt generally quite safe in maps once you have some PDR and LAEK (minding multi-aura archers…). ==Farming Options/Playstyles== Mind blast historically has been a vanilla content queen, i.e. spamming chaos sanctuary, farming keys. With the season 10 AOE buffs, it is now a competent mapper as well (times to come later). It can also handle Ubers and dclone/rathma (tier 0/1) with a bit of gear and effort (although if this is your focus make a cobrasin/bladesin/trapsin instead). ==Skills== [[File:Asn-skills.png|thumb|right|alt=Preview of the build's skill point allocation.|Preview of the build's skill point allocation.]] Baseline: Mind Blast and synergies: * 20 [[All_Assassin_Skills#Psychic_Hammer|Psychic Hammer]] ** Psychic Hammer: awful as a skill by itself, but useful for killing physical immunes. * 20 [[All_Assassin_Skills#Cloak_of_Shadows|Cloak of Shadows]] ** Cloak is nice for mitigating the threat from archer packs. If you leave cloak as your active skill and quick-cast mind blast, your shadow warrior will occasionally cast cloak herself as a little treat. * 20 [[All_Assassin_Skills#Mind_Blast|Mind Blast]] ** MB is your bread-and-butter, hammer for physical-immunes and some single-target cases. * 20 [[All_Assassin_Skills#Shadow_Warrior|Shadow Warrior]] ** Shadow Warrior is a great meat-shield, you will want to keep one summoned. * 1 point [[All_Assassin_Skills#Blade_Shield|Blade Shield]] and pre-requisites: ** This is a value point, primarily to proc on-striking effects. In most cases this will be proccing a Shadow Killer for some frost novas (good for safety). If you don’t plan on using anything with a striking proc, you can skip these. * 1 point [[All_Assassin_Skills#Dragon_Flight|Dragon Flight]] and pre-requisites: ** This is just to pick up a teleport for mobility. For leveling, I prefer maxing [[All_Assassin_Skills#Psychic_Hammer|Psychic Hammer]] > [[All_Assassin_Skills#Mind_Blast|Mind Blast]] > [[All_Assassin_Skills#Shadow_Warrior|Shadow Warrior]] > [[All_Assassin_Skills#Cloak_of_Shadows|Cloak of Shadows]]. [[All_Assassin_Skills#Mind_Blast|Mind Blast]] > [[All_Assassin_Skills#Psychic_Hammer|Psychic Hammer]] works too. <b>Remaining Points:</b> * 1 [[All_Assassin_Skills#Fade|Fade]]/ 1 [[All_Assassin_Skills#Burst_of_Speed|Burst of Speed]] / 1 [[All_Assassin_Skills#Weapon_Block|Weapon Block]] + dump points: ** Initial value points to have access to the skills. You can dump remaining skill points into any of these 3. ** You can also dump extra points into [[All_Assassin_Skills#Blade_Shield|Blade Shield]] to increase "On Striking" proc rate. Good for telestomping if you have a source of [[All_Necromancer_Skills#Amplify_Damage|Amplify Damage]] (such as an amp proc rare claw with points in Mind Blast). ** Burst of Speed is for movement, Fade is for resists/pdr. These are mutually exclusive buffs, so you cannot run both at once. ** Early on, depending on your gear/charms, you may want to dump Fade for a little bit of baseline survivability. ** You can put up to 13 total points of [[All_Assassin_Skills#Weapon_Block|Weapon Block]] for quicker block, as each point provides 1% FBR (Faster Block rate), and 13% FBR is a breakpoint for 5->4 frame block. With a Mind Blast build, you get alot of free points from +skills, so you should aim to have 32 FBR total. ** Dumping [[All_Assassin_Skills#Fade|Fade]] vs. [[All_Assassin_Skills#Burst_of_Speed|Burst of Speed]] depends on your preference and gear. If you are MF-farming vanilla content you’ll probably want Burst of Speed, if you are farming maps you’ll probably want Fade. ===Mind Blast Mechanics=== [[File:Mb1.png|alt=Mind Blast AoE at 0 stack.|Mind Blast AoE at 0 stack.|thumb|right]] [[File:Mb2.png|alt=Mind Blast AoE at 1 stack.|Mind Blast AoE at 1 stack.|thumb|right]] [[File:Mb3.png|alt=Mind Blast AoE at max stacks.|Mind Blast AoE at max stacks.|thumb|right]] # [[All_Assassin_Skills#Mind_Blast|Mind Blast]] is a physical spell. This means it benefits from Faster Cast Rate, and -enemy physical resist. It does not benefit from +Magic skills. # The stacking AoE buff: at low stacks it expires very quickly, and at max stacks it lasts a bit longer than a second. You cannot build any stacks, at all, until you hit 65 FCR. I recommend enabling buff counters (PD2 Options > Quick Cast > Buff Timers) to have visibility of it. # At max stacks, you have enough leeway to squeeze in a Blink or stutter step some and Mind Blast again without losing your stack. # Using [[All_Assassin_Skills#Dragon_Flight|Dragon Flight]] will delete your buff stack (open bug), so you cannot weave it in and maintain the AoE. For endgame, I believe it is still worth skilling to supplement [[RWChests#Enigma|Enigma]]'s slow recharge time. # The sound: a decent number of people seem to hate listening to the MB sound effect. Woogs has a video guide on editing sound files (I have no experience with this, so will just leave the [https://www.youtube.com/watch?v=OfydQfPz6IU video]). # How big is it? The AoE size numbers are I believe 5 > 7 > 9. ===Shadow Warrior Mechanics=== * Shadow Warrior is a synergy for Mind Blast, and with the new AI and the new [[Class_Weapons#Whispering_Mirage|Whispering Mirage]] claws they are good companions to have. Some details on them below: ** Shadow Warrior AI will either a) auto-attack, or b) cast a skill you have on left/right-click. With the new AI, they are good about generally mimicking your skills. ** When a Shadow Warrior is spawned they will gain all your skills at a hard point skill level of (⅓ skill level of Shadow Warrior when summoned + ½ your level in that skill), i.e. if you summon it at 48 skill, and it you have a level 50 Mind Blast, it will have a (48/3 + 50/2=) 41 Mind Blast. ** Shadow Warriors will gain synergies based on these hard point levels. For Mind Blast/Psychic Hammer, this means theirs will actually do more damage than yours. ** Besides damage skills, It is useful to get warriors to cast Fade (to be a better meat shield) and Cloak of Shadows to blind everything. ** Shadow Warriors (and Shadow Masters) spawn with a random set of gear, which you can view if you select the unsummon skill and press your ‘inspect keybind’ while hovering over her. You can resummon her to reroll her gear if you want to. ** While summons persist through games now, the gear will get wiped clean each new game. The best way to run skills, in my opinion, is Mind Blast on left-click, Cloak of Shadows on right-click. Cloak cannot be bound to left-click, so this is the only way to cast mind blast and still have cloak available as a skill for the Shadow Warriors. If you don't like having skills on left click, then you can run Move left-click, leave Cloak on right-click and quickcast Mind Blast. This will result in them still cloaking a decent bit. ==Attributes== Strength/Dexterity to wear your gear then dump Vitality. Most likely, you’ll want 156 STR for Shadow Dancer and DEX for [[Class_Weapons#Shadow_Killer|Shadow Killers]] (100) [[Class_Weapons#Whispering_Mirage|Mirage]] (108) [[Class_Weapons#Stalker's_Cull|Stalkers]] (115). [[RWChests#Enigma|Enigma]] if/when you get it gives quite a bit of strength, so you can respec for more VIT when you get one. ==Gear Stats== You have a lot of options for gear, and the build will function even with cheap stuff. I’ll go through the stats and then some options for each slot. In the below FAQ section there is additional commentary on weighing certain stats against each other. <b>Defensive Stats/Sustain:</b> * PDR: ** You do not need a ton, but you do want at least some to not instantly die to archers/quill rats in maps. 10-20% should be fine, more doesn't hurt. Fade helps with this early on, as does defiance from mercenaries. * Resists: ** Shoot for capped resists. If you are geared and MF-farming vanilla, you can skimp on resists for more MF. * Mana Per kill: ** Mana sustain. Mind Blast is only 9 mana no matter what skill level, so you don’t need a ton. I map with just +7 maek with no mana issues. Early where you need more casts to kill things, you’ll probably want more. (generally covered by shadow killers at any rate) * Life Per kill: ** Health sustain. 15 or so feels great. ** Note: You can alternatively run A3 Cold for Prayer aura and stack more MF. * Faster Hit Recovery: Shoot for 48-86 FHR if mapping. 48 is probably enough for vanilla content. Pretty important since longer FHR stun = increased chance of dropping your MB stack. * Faster Block Rate: Shoot for 32 FBR in general. You can also optimize towards 86 FBR with the correct slams and items like [[Helms#Steel_Shade|Steel Shade]] ([https://www.projectdiablo2.com/armory/builds/6743027c1aa40a0f541dede7 example]). ** Weapon Block gives 1 FBR per soft point, so if you have 32 total in Weapon Block this will cover this FBR stat. <b>Offensive Stats:</b> [[File:Fcr-breakpoints.png|thumb|right|alt=Faster Cast Rate breakpoints.|Faster Cast Rate breakpoints.]] * + Skills, obviously. * Faster Cast Rate: You want 102, 174 if you have the gear for it. Higher FCR = easier to maintain AoE stack. ** Note: Mind Blast does not get it’s stacking AoE buff until you hit 65 FCR. * Physical Resist Pierce: Mind Blast is physical damage, so any phys pierce helps. Amplify Damage/Battle Cry, [[Gloves#Soul_Drainer|Soul Drainer]], [[Staves#Brimstone_Rain|Brimstone Rain]], so on. ** Note: the exact ratio of phys pierce vs +skills for damage varies based on your current gear and the physical resist of monsters you’re blasting, whether amp is up, etc. Assuming endgame gear and typical mapping I generally weigh 5% pierce ~= 2 skills. * Faster Run/Walk – Not an offensive stat but good stat for farming (unless telestomping then not as useful). ==Gearing Options== In the gear section here, I go over a few overall gear notes then go through a brief selection of items for each slot. Since this is a starter build, I'll include some leveling notes as well. <b>Dual-claw vs. Claw+Shield?:</b> Dual-claw, claws are much more useful than any shield for mind blast. If you do want to use a shield, you probably want twilight’s for the phys pierce. <b>How about Nat's set?:</b> Nat’s set covers defenses for cheap and the chest is a good budget piece. The rest of the pieces are much less useful, but as a full set is a good starting spot. <b>Heaven's Brethren set?:</b> Surprisingly this set also works very well for Mind Blast, with decent skills/defensive and a ton of FCR. Great budget option and can push T3 maps with good slams. Credit: Varyk. <b>Naj's Set:</b> This set also works pretty good early on. You’ll likely want a puzzler regardless to use as weapon swap, but the full set is pretty decent in terms of skills/fcr as well. Also you can be lazy and Blink without weapon swap if running the full set. ===Leveling Tips=== [[File:Wristbladexoxoguide.png|thumb|right|alt=Example of an easy to acquire +3 Psychic Hammer claw.|Example of an easy to acquire +3 Psychic Hammer claw.]] * Start with making [[RWHelms#Nadir|Nadir]] and [[RWChests#Stealth|Stealth]] for easy MPK to speed up leveling. You can farm A1 Countess for the runes. * You can shop a +3 Psychic Hammer claw from Charsi on Normal difficulty, which will also speed up the early phase quite a bit. The skill pool is much smaller at level 1, so this isn't as tedious as it may sound. Similarly, you can shop a 3 MB claw from normal Anya. * Towards end of normal/beginning of nightmare you should be able to craft [[RWWeapons#Neophyte|Neophyte]] claws, which give 30 FCR and some MPK. Keep an eye out for 2 OS +Mind Blast claws to save for making [[RWWeapons#Neophyte|Neophytes]]. * [[RWWeapons#Neophyte|Neophytes]], [[Crafting#Caster_Items|Caster]] crafts, and [[RWChests#Stealth|Stealth]] chest are all good building blocks to hit your 65 FCR so you can start getting the Mind Blast AoE. * Mid-game you can make a [[RWChests#Treachery|Treachery]] for some cheap skills. * Sometime in Hell difficulty you can also shop a +3 to Shadow Disciplines helm. Bossing: Mind Blast is capable of T0 fights on a budget, should be capable of T1s with some gear, and possibly some T2s with good gear and play. <b>Uber Tristram:</b> Mind Blast has historically been able to cheese Uber Tristram pretty easily, but Season 11 implemented a line of sight requirement. With [[Class_Weapons#Whispering_Mirage|Mirages]] its a pretty competent budget farmer for Ubers. Just get 140+ <span class="d2-blue">cold</span>/<span class="d2-yellow">light</span> res, 100+ <span class="d2-red">fire</span>/<span class="d2-green">poison</span> (numbers are not exact but close enough), and 30-35 Mind Blast. You just want to play back and let Shadows do the work, keep summoning them, leave Fade as active right-click skill so resummoned warriors will Fade themselves during fight. * [https://www.youtube.com/watch?v=jLwdGxLgR%20Y UT budget kill by me.] <b>Lucion:</b> * [https://www.youtube.com/watch?v=rmsRcXp6Ytg T0 budget kill, 2nd assassin kill, by Jan.] <b>Diablo Clone:</b> * [https://www.youtube.com/watch?v=JhsRZhp02aw T0 budget kill by xoxo.] Gear Options by slot: This is not an exhaustive list, other options exist; as always choose what makes sense for your current needs from what happens to drop and what's available at reasonable prices. Sockets: Ists for MF (topaz on a budget), resists/FHR/stats/life jewels for defensive stats, LAEK/MAEK for sustain (mainly LAEK). ===My Gear (Season 11)=== * Helmet: ** +2 Skill / 20 FCR Circlet: The only strong choice for damage. Other desirable affixes are STR/DEX (for more VIT), all res, faster run walk. Ideally +1 slammed. ** You can theoretically get a +3/20 FCR blue circlet, or even a 4/20. ** [[Helms#Harlequin_Crest|Harlequin Crest]] (Shako):: Best MF option. ** [[Helms#Steel_Shade|Steel Shade]]: A safety-focused +2 option, FBR and block chance + lots of replenish for sustain. ** Budget: Shop a +3 to Shadow Disciplines helm. * Armor: ** [[RWChests#Enigma|Enigma]]: However you are playing the build, sooner or later you will probably want Enigma. It's just too good for this build, and you can fit in a Blink while still keeping your [[All_Assassin_Skills#Mind_Blast|Mind Blast]] stack going. ** [[All_Set_Items#Natalya's_Shadow|Natalya's Shadow]]: Easy cheap +3 chest, and you can stuff it with Perfect Topaz for easy MF. ** Various +skill/FCR chests: [[Chests#Atma's_Wail|Atma's Wail]]/[[Chests#Que-Hegan's_Wisdom|Que-Hegan's Wisdom]]/[[Chests#Skin_of_the_Vipermagi|Skin of the Vipermagi]]/[[Chests#Spirit_Shroud|Spirit Shroud]]. Useful to have one of these around for meeting FCR breakpoints (before [[RWChests#Enigma|Enigma]] at least), but you're generally better served by Nat's. ** [[Chests#Skullder's_Ire|Skullder's Ire]]: Big MF. Probably better served using [[RWChests#Enigma|Enigma]] but until then this is a good early farming option. * Gloves: ** [[Gloves#Soul_Drainer|Soul Drainer]] (FCR slam): 5% physical pierce, the only raw damage you will get out of this slot. ** 30 FCR gloves: Ideally [[Gloves#Occultist|Occultist]] ($$$), [[Gloves#Magefist|Magefist]]/[[All_Set_Items#Trang-Oul's_Claws|Trang-Oul's Claws]] work too. * Boots ** [[Boots#Shadow_Dancer|Shadow Dancer]]: +2 Skills and 30 FHR, nothing else comes close. High STR requirement partially offset by having some DEX on them. Ideally LAEK slammed. ** [[Boots#Merman's_Sprocket|Merman's Sprocket]]/[[Boots#War_Traveler|War Travelers]]/[[Crafting#Bountiful_Items|Bountiful]] Craft: For FRW or MF, to optimize vanilla farming. * Belts: ** [[Belts#Arachnid_Mesh|Arachnid's Mesh]]: The only real option for this slot. +1 SK, 10-20 FCR. Your final breakpoint is 174 FCR, so 24 FCR is a good threshold to hit with this slot. ** [[Belts#Verdungo's_Hearty_Cord|Verdungo's Hearty Cord]]: You don't really want to wear this, but you can if you are dying a lot for some reason. ** Budget: <span class="d2-yellow">rare</span>/<span class="d2-orange">craft</span> belt w/ FCR, [[Belts#Gloom's_Trap|Gloom's Trap]]. * Rings: ** [[Rings#Constricting_Loop|Constricting Loop]]: 20 FCR and fat LAEK. Very good. ** Skill rings, 20 FCR rings, or 10 FCR skill rings if you’re rich. Pretty simple. [[Rings#Bul-Kathos'_Wedding_Band|Bul-Kathos' Wedding Band]] gives life, [[Rings#Wisp_Projector|Wisp Projector]] gives a little MF + <span class="d2-yellow">light</span> sorb (and AR for [[All_Assassin_Skills#Blade_Shield|Blade Shield]] if you care about that). ** [[Rings#Raven_Frost|Raven Frost]]: If you need CBF. * Amulet: ** Fat FCR/skills <span class="d2-blue">magic</span>/<span class="d2-yellow">rare</span>/[[Crafting#Caster_Items|Caster]] craft. You can get as high as a 5/10 (+3/10 blue with +1 slam/desecrate), or 2/40 (+2 20fcr caster amu with +10fcr slam/desecrate), more likely something between those two. ** Ideally a [[Crafting#Blood_Items|Blood]] amulet (for LAEK) or a [[Crafting#Caster_Items|Caster]] amulet for bonus FCR. ** Budget: plain +3 shadow amulet or 2/10 rare/craft ** [[Amulets#Atma's_Scarab|Atma's Scarab]] (?): You theoretically could use this in place of a +Skill + FCR neck for a source of amp while telestomping. I’d recommend against it, the proc rate sucks, the amp level is low (so small radius), and you lose a ton of +Skills/FCR. * Weapons: ** [[Class_Weapons#Whispering_Mirage|Whispering Mirage]]: Probably the best option besides a very nice craft and not just because of the extra shadow. 10 FCR, 2 SK, and up to 8% phys pierce, which maths out to be around +5 skills in total generally. Depending on the content and your amplify damage uptime, Shadow Killer might be a better pick, as the value of pierce goes down once enemy resist is below 0. ** [[Class_Weapons#Shadow_Killer|Shadow Killer]]: MPK, skills, FCR, Frost Nova proc. You can get them with +1 slams, or 20 FCR slams. *** In most other slots (ring, amulet, chest), you make 10 FCR vs 1 SK tradeoffs, whereas on the weapon its 20 FCR for 1 skill when comparing slams, so in general I lean towards 40 FCR killers over +5 killers (same logic applies to Mirage and other claws). ** [[Class_Weapons#Stalker's_Cull|Stalker's Cull]]: +4 skills is nice, but no FCR. The Dragon Flight CD reduction is nice, but due to Dragon Flight purging your MB AoE stacks it isn't amazing. ** [[Staves#Brimstone_Rain|Brimstone Rain]]: Huge FCR, good chunk of skills, and phys pierce. This is a great item also if you don’t mind losing block. A bad slam can be a cheap starter item to work towards 102 breakpoint, and with a 20 FCR slam it can reach that breakpoint by itself. You will need to find MAEK elsewhere if you go this route. ** Rare/Crafted Ethereal Claw: Caster claws can hit up to +6 [[All_Assassin_Skills#Mind_Blast|Mind Blast]] + 20 FCR before slam, 7/20 or 6/40 after slam. These can be made to fit into 102 FCR builds relatively easily, squeezing one into a 174 build is tougher. Whether to use one over a 40 FCR killer depends on your other gear. *** Affixes besides +skills/FCR: LAEK/MAEK, amp damage proc (will proc occasionally via blade shield if telestomping, not worth using a subpar claw for, just a nice treat). ** [[Staves#Skull_Collector|Skull Collector]]: Not much in the offensive department, but a 6 OS stuffed with Ists is great MF. Good for vanilla content farming. * Shields: ** [[Shields#Twilight's_Reflection|Twilight's Reflection]]: If you want to use a shield and go for max-block, you’ll likely want this for the phys pierce and easy to reach 75% block. With sockets and some Perfect Diamonds you can fix your resists for cheap. * Weapon swap: ** [[All_Set_Items#Naj's_Puzzler|Naj's Puzzler]] until you get an [[RWChests#Enigma|Enigma]]. ** [[RWWeapons#Call_to_Arms|Call to Arms]] + [[Shields#Lidless_Wall|Lidless Wall]]. * Charms: ** [[Charms#Hellfire_Torch|Hellfire Torch]]/[[Charms#Annihilus|Annihilus]]. ** Grand Charms: +Shadow Disciplines skillers, life/FHR (or FRW if you are into that). ** Small Charms: resists/life/FHR. ==Mercenary== <b>Budget:</b> * A2 [[All_Paladin_Skills#Defiance|Defiance]] + [[Polearms#The_Reaper's_Toll|The Reaper's Toll]], A4 dark, A1 [[All_Paladin_Skills#Vigor|Vigor]] + [[Bows#Witchwild_String|Witchwild String]], A5 warcries + [[/Swords#The_Vile_Husk|The Vile Husk]]/[[Maces#The_Gavel_of_Pain|The Gavel of Pain]]/etc. ** Of these, for very early endgame farming (pits/chaos), I like the A5 merc. Having an amp weapon and him casting [[All_Barbarian_Skills#Battle_Cry|Battle Cry]] gives more general uptime on some form of phys pierce, and [[All_Barbarian_Skills#Battle_Orders|Battle Orders]] is a nice HP boost while your gear sucks. ** A4 dark casts [[All_Necromancer_Skills#Amplify_Damage|Amplify Damage]], and can do some work with skills + FCR items. [[RWWeapons#Purity|Purity]] staff ([[All_Paladin_Skills#Prayer|Prayer]] aura) or [[RWWeapons#Insight|Insight]] staff ([[All_Paladin_Skills#Meditation|Meditation]] aura) cover one of your regen needs. * You can also go A1 [[All_Paladin_Skills#Meditation|Meditation]] with a [[RWWeapons#Purity|Purity]] bow for both HP/mana restore, but lose amp. <b>Endgame:</b> * Option #1: A1 + [[RWWeapons#Wrath|Wrath]]. ** [[RWWeapons#Wrath|Wrath]] has pretty good amp damage uptime if she decides to shoot. Even better uptime if using [[RWChests#Enigma|Enigma]] and have [[RWChests#Innocence|Innocence]] on merc. For farming vanilla LOD content, you’d want a [[All_Paladin_Skills#Vigor|Vigor]] mercenary to run around faster. For mapping, A1 phys with some pierce is better to have better amp uptime. ** If running 3x Shadows, I think this A1 phys option is your best bet for mapping, as covering more of the screen in amp damage procs will best utilize your Shadow Warriors randomly targeting things with Mind Blast. In maps you will generally be weaving [[All_Assassin_Skills#Dragon_Flight|Dragon Flight]] + [[RWChests#Enigma|Enigma]] for movement and don’t get as much out of [[All_Paladin_Skills#Vigor|Vigor]]. * Option #2: A3 Cold + [[RWWeapons#Doom|Doom]]/[[RWShields#Exile|Exile]]/[[RWChests#Innocence|Innocence]]. ** Good telestomping option. Freeze+decrep is super safe, which allows you to blink more aggressively and group up bigger packs to brrr down. [[All_Necromancer_Skills#Decrepify|Decrepify]] gives a bit of phys pierce to boot. [[All_Paladin_Skills#Prayer|Prayer]] mostly covers your sustain needs by itself. You can also use things like [[RWShields#Shattered_Wall|Shattered Wall]], [[Shields#Head_Hunter's_Glory|Head Hunter's Glory]]. I like this option for T1/T2 maps as you can ignore sustain for more MF. * Option #3: A2 [[All_Paladin_Skills#Defiance|Defiance]] + [[RWChests#Innocence|Innocence]] + [[Polearms#The_Reaper's_Toll|The Reaper's Toll]]/[[Polearms#Stormspire|Stormspire]]. ** My old preferred endgame telestomping option. PDR from [[All_Paladin_Skills#Defiance|Defiance]] makes things really safe, [[Polearms#The_Reaper's_Toll|The Reaper's Toll]]+[[RWChests#Innocence|Innocence]] is great amp uptime. I think with 3x Shadow Warriors you are better off with A1 now, but [[All_Paladin_Skills#Defiance|Defiance]] may still be desirable for hardcore? ==Terminology== * AoE: Area of Effect. The area in which an effect happens. Used to describe Mind Blast and other skills that affect an area. * Amp: Amplify Damage. Amplify Damage can be used by Necromancers but it also an effect that can be cast by specific gear or monsters. * AR: Attack Rating. * decrep: Decrepify. * DEX: Dexterity. One of the four attributes of any character. * FBR: Faster Block Rate. This statistic decreases the stagger delay when you successfully block attacks once you reach class-specific or form-specific breakpoints. * FCR: Faster Cast Rate. This is the statistic that increases how fast your character can cast spells once you reach class-specific or form-specific breakpoints. * FHR: Faster Hit Recovery. Decreases the stagger delay when you get hit by a monster once you reach class-specific or form-specific breakpoints. * FRW: Faster Run/Walk. The higher this statistic, the faster your character can walk and run. * LAEK: Life After Each Kill. See also LPK. * LOD: Lord of Destruction. The name of Diablo II's expansion. * LPK: Life Per Kill. You get life each time you kill a monster with this statistic. * MAEK: Mana After Each Kill. See also MPK. * MB: Mind Blast. * mbsin: Mind Blast Assassin. * merc: Mercenary. * MF: Magic Find or Increased Chance to Find Magic Items. The higher this statistic is, the more likely you're going to find magical items, which includes set or unique gear. * MPK: Mana Per Kill. You get mana each time you kill a monster with this statistic. * Nat's: Natalya's Odium. This can refer to the set or a specific item in the set depending on the context (more likely Natalya's Shadow). * Naj's: Naj's Ancient Vestige. This can refer to the set or a specific item in the set depending on the context (more likely the Circlet or Puzzler). * PDR: Physical Damage Reduction. This statistic reduces the physical damage you take. * phys: Physical. * Shadows: Shadow Warrior(s). * Sorb: Absorb. * STR: Strength. One of the four attributes of any character. * Telestomping: Basically teleporting and killing monsters once you land and then repeating that process over and over. * UT: Uber Tristram. * VIT: Vitality. One of the four attributes of any character.
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S11 Mind Blast Guide by xoxo
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