THIS IS THE OLD ONE. YOU CAN STILL DO THIS BUILD (ELECTRO INTO LIMPET) BUT SCORPION IS FASTER AND SAFER. YOU CAN FIND UPDATED SCORPION BLADE IN PAGE 1 OF THIS THREAD.
by Somnus
''I'm constantly torn between killing myself or everyone around me.''
[0]
[1]
Welcome, ladies and gentleman, to another one of my guides. This time, a complete Assassin's guide, untwinked and progressing through the game. This guide is aimed for all kinds of players, like I always try to, this way new players can learn the class/game while not boring the experienced players.
What will we find in this guide? An extensive/full walkthrough for Assassin for MXL2017, which will include:
- Main build that I use to beat the game (Electrofield Sentry/limpet/castersin) and some fun variants/alternative builds, covering in the end all the main skills from the skill tree.
- COMPLETE Video walkthrough (Which will be broadcasted in my twitch channel and uploaded to youtube later on) so you can see the whole thought/game process.
- All Ubers explained with detailed info and pictures with a nice format, easy for the eyes.
- Answers to any question about the Assassin/guide/game with a FAQ/Q&A.
- And as always, a pleasure reading material for MXL.
Why Assassin?Well, IMO Assassin was really weak early game/untwinked until we reached MXL17. Now her early is more fluid, more enjoyable and a lot of fun. You have tons of builds to play, and 90% of them will be able to get you to endgame with no problems (unlike other classes that require some builds for ''x'' content).
Pros:- You can run the content like a hot knife through butter, and the moment you practice her enough and know her mechanics, she's one of the funniest classes in MXL.
- She is a GODDESS in late game, as both farming and boss killing.
- She looks so cool, come on, Assassin? Hello?!
Cons:- Squishy class, skill/gear dependent need a lot of kiting/repositioning in order to survive + keeping your Shadow Refugee up for more damage reduction.
- You are going to die even if you know how to play, a lot.
- You can't really faceroll without gear, once you do...
[2]
Here you'll find the gear, stats and skills required for each section of the game. Everything is listed and explained as simple and clear as possible.
- Early game: This section will be used for Hatred to Terror.
- Mid game: This section will be used for Terror to Destruction.
- Late Game: This section will be used for Destruction and the Early/Mid Ubers.
- End game: This section will cover the last Ubers.
Gear: ► Early game
In the early game keep the uniques as much upgraded (TU1-6) as you can without having to invest too much in stats (Queen of glass is heavily STR based) so keep in mind to have enough stats, since we have only 3 free skill resets. I'll add all items you can use for the early game so you can choose what you like the most, there's a room for personal preferences, so choose what you like, it will still work:
- Helm:
Summit
→ Ra
Ra
Helms
'ShaelThul'
Runeword Level: 35
Living Flame Gives +1% Fire Spell Damage per 8 Character Levels
+1 to All Skills
+10% Bonus to Poison Skill Duration
35% Cast Speed
-(7 to 10)% to Enemy Fire Resistance
-(7 to 10)% to Enemy Poison Resistance
Attacker Flees after Striking (11 to 15)%
Cold Resist +25%
Poison Resist +25%
(7 to 13)% Gold Find
7% Magic Find
. If you want to swap to a better helmet in between, Summit
→ Stillwater
Stillwater
Bone Helm (4)
Defense: (73 - 85) to (106 - 123)
Required Level: 10
Required Strength: 29 to 30
Item Level: 19
1% Chance to cast level 8 Mana Sweep when Attacked
+(11 to 15) Spell Focus
+(21 to 40)% Enhanced Defense
+(76 to 100) to Mana
Regenerate Mana +(5 to 7)%
+10 Mana after each Kill
Requirements -(6 to 8)%
Socketed (1)
Defense: (277 - 312) to (371 - 418)
Required Level: 27
Required Strength: 55 to 56
Item Level: 36
1% Chance to cast level 12 Mana Sweep when Attacked
+(21 to 25) Spell Focus
+(51 to 70)% Enhanced Defense
+(126 to 150) to Mana
Regenerate Mana +(10 to 12)%
+20 Mana after each Kill
Requirements -(10 to 12)%
Socketed (3)
Defense: (716 - 831) to (933 - 1083)
Required Level: 45
Required Strength: 183 to 188
Item Level: 51
1% Chance to cast level 20 Mana Sweep when Attacked
+(31 to 35) Spell Focus
+(81 to 110)% Enhanced Defense
+(176 to 225) to Mana
Regenerate Mana +(14 to 16)%
+28 Mana after each Kill
Requirements -(14 to 16)%
Socketed (4)
Defense: (1195 - 1352) to (1553 - 1757)
Required Level: 54
Required Strength: 350 to 359
Item Level: 85
2% Chance to cast level 28 Mana Sweep when Attacked
+(36 to 40) Spell Focus
+(121 to 150)% Enhanced Defense
+(251 to 300) to Mana
Regenerate Mana +(18 to 20)%
+35 Mana after each Kill
Requirements -(18 to 20)%
Socketed (4)
→ Ra
Ra
Helms
'ShaelThul'
Runeword Level: 35
Living Flame Gives +1% Fire Spell Damage per 8 Character Levels
+1 to All Skills
+10% Bonus to Poison Skill Duration
35% Cast Speed
-(7 to 10)% to Enemy Fire Resistance
-(7 to 10)% to Enemy Poison Resistance
Attacker Flees after Striking (11 to 15)%
Cold Resist +25%
Poison Resist +25%
(7 to 13)% Gold Find
7% Magic Find
.
- Body Armor:
Main choice here would be: Queen of Glass
Queen of Glass
Ancient Armor (4)
Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength: 33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength: 57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength: 175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength: 323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
but until then, you can use Lumen Arcana
Lumen Arcana
Body Armors
'Ith'
Runeword Level: 18
+1 to All Skills
-(3 to 8)% to Enemy Fire Resistance
-(3 to 8)% to Enemy Lightning Resistance
-(3 to 8)% to Enemy Cold Resistance
-(3 to 8)% to Enemy Poison Resistance
+(25 to 50)% Enhanced Defense
+2 to Light Radius
or/and Thelema
Thelema
Body Armors
'LewIuHel'
Runeword Level: 110
+4 to All Skills
55% Cast Speed
+(80 to 95)% to Summoned Minion Damage
+(200 to 250)% to Summoned Minion Attack Rating
+(172 to 200)% Enhanced Defense
+(120 to 150) to Vitality
15% to Vitality
+(101 to 125) Mana when Struck by an Enemy
.
- Weapon:
Best choices are: Spellgrip
Spellgrip
Wrist Blade (4)
(Assassin Only)
Required Level: 2
Required Dexterity: 20
Item Level: 1
Innate Lightning Damage: (10.0% of Dexterity)
5% Chance to cast level 10 Hunting Banshee on Melee Attack
+1 to Assassin Skill Levels
5% Attack Speed
5% Cast Speed
Adds 5-6 Lightning Damage
-2% to Enemy Fire Resistance
-2% to Enemy Lightning Resistance
-2% to Enemy Cold Resistance
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Socketed (1)
(Assassin Only)
Required Level: 20
Required Dexterity: 39
Item Level: 31
Innate Lightning Damage: (15.0% of Dexterity)
10% Chance to cast level 18 Hunting Banshee on Melee Attack
+2 to Assassin Skill Levels
15% Attack Speed
15% Cast Speed
Adds 14-20 Lightning Damage
-4% to Enemy Fire Resistance
-4% to Enemy Lightning Resistance
-4% to Enemy Cold Resistance
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Socketed (2)
(Assassin Only)
Required Level: 39
Required Dexterity: 83
Item Level: 51
Innate Lightning Damage: (20.0% of Dexterity)
15% Chance to cast level 26 Hunting Banshee on Melee Attack
+3 to Assassin Skill Levels
25% Attack Speed
25% Cast Speed
Adds 40-60 Lightning Damage
-8% to Enemy Fire Resistance
-8% to Enemy Lightning Resistance
-8% to Enemy Cold Resistance
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Socketed (2)
(Assassin Only)
Required Level: 48
Required Dexterity: 169
Item Level: 77
Innate Lightning Damage: (25.0% of Dexterity)
20% Chance to cast level 38 Hunting Banshee on Melee Attack
+4 to Assassin Skill Levels
30% Attack Speed
30% Cast Speed
Adds 120-160 Lightning Damage
-12% to Enemy Fire Resistance
-12% to Enemy Lightning Resistance
-12% to Enemy Cold Resistance
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Socketed (3)
and/orCarabosse
. (For the early game I use 2x Spellgrip)
- Shields:
Here we have a couple of choices if you don't want to use dual claws, depending on the drops you get:
Geas
Geas
Shields
'NifUm'
Runeword Level: 95
+(110 to 125)% Bonus to Poison Skill Duration
+4% to Lightning Spell Damage
+200% Enhanced Defense
Fire Resist +77%
Lightning Resist +77%
Cold Resist +77%
Poison Resist -13%
→Pharaoh
,The Ivory Tower
The Ivory Tower
Tower Shield (4)
Defense: (205 - 233) to (404 - 459)
Chance to Block: Class%
Required Level: 7
Required Strength: 17
Required Dexterity: 43
Item Level: 19
+1 to All Skills
+(4 to 5)% Bonus to Spell Focus
5% Cast Speed
+(11 to 15)% to Fire Spell Damage
+(11 to 15)% to Lightning Spell Damage
+(41 to 60)% Enhanced Defense
Maximum Mana +(3 to 5)%
Requirements -40%
Socketed (1)
Defense: (678 - 712) to (1219 - 1280)
Chance to Block: Class%
Required Level: 25
Required Strength: 31
Required Dexterity: 58
Item Level: 36
+(1 to 2) to All Skills
+(8 to 9)% Bonus to Spell Focus
10% Cast Speed
+(16 to 20)% to Fire Spell Damage
+(16 to 20)% to Lightning Spell Damage
+(81 to 90)% Enhanced Defense
Maximum Mana +(9 to 11)%
Requirements -45%
Socketed (3)
Defense: (1525 - 1593) to (2685 - 2805)
Chance to Block: Class%
Required Level: 42
Required Strength: 101
Required Dexterity: 113
Item Level: 59
+2 to All Skills
+(12 to 13)% Bonus to Spell Focus
15% Cast Speed
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Lightning Spell Damage
+(101 to 110)% Enhanced Defense
Maximum Mana +(15 to 17)%
Requirements -50%
Socketed (4)
Defense: (2278 - 2371) to (4002 - 4165)
Chance to Block: Class%
Required Level: 51
Required Strength: 181
Required Dexterity: 210
Item Level: 85
+2 to All Skills
+(14 to 15)% Bonus to Spell Focus
15% Cast Speed
+(26 to 30)% to Fire Spell Damage
+(26 to 30)% to Lightning Spell Damage
+(121 to 130)% Enhanced Defense
Maximum Mana +(18 to 20)%
Requirements -55%
Socketed (4)
, or using Assassin Shields, which I strongly recommend. Start with Leoric's Legion
Leoric's Legion
Bladed Shield (4)
Defense: (64 - 72) to (127 - 144)
Chance to Block: 4%
(Assassin Only)
Required Level: 8
Required Dexterity: 55
Item Level: 10
+(6 to 8)% Bonus to Poison Skill Duration
-(4 to 5)% to Enemy Poison Resistance
+(24 to 40)% Enhanced Defense
+(11 to 20) to Vitality
1% Reanimate as: Random Monster
Socketed (1)
Defense: (246 - 273) to (418 - 463)
Chance to Block: 4%
(Assassin Only)
Required Level: 25
Required Dexterity: 81
Item Level: 36
+(11 to 13)% Bonus to Poison Skill Duration
-(7 to 8)% to Enemy Poison Resistance
+(58 to 75)% Enhanced Defense
+(31 to 40) to Vitality
2% Reanimate as: Random Monster
Socketed (4)
Defense: (631 - 687) to (1031 - 1122)
Chance to Block: 4%
(Assassin Only)
Required Level: 43
Required Dexterity: 170
Item Level: 51
+(16 to 18)% Bonus to Poison Skill Duration
-(10 to 11)% to Enemy Poison Resistance
+(92 to 109)% Enhanced Defense
+(51 to 60) to Vitality
3% Reanimate as: Random Monster
Socketed (5)
Defense: (938 - 1014) to (1527 - 1652)
Chance to Block: 4%
(Assassin Only)
Required Level: 52
Required Dexterity: 353
Item Level: 85
+(18 to 20)% Bonus to Poison Skill Duration
-(12 to 13)% to Enemy Poison Resistance
+(109 to 126)% Enhanced Defense
+(61 to 80) to Vitality
4% Reanimate as: Random Monster
Socketed (6)
and/or use Afrit
until you can getIambe
.
- Gloves:
As an ElectrofieldSin you don't have much choices on gloves (neither Uniques nor RW's), the progression is obvious: Iblis
Iblis
Gloves
'TyrSur'
Runeword Level: 90
+40 Spell Focus if Sanguine Covenant is Active
+10% Maximum Mana if Solar Flare is Active
+(37 to 42)% to Fire Spell Damage
(25 to 35)% to Energy
Regenerate Mana +(10 to 15)%
Fire Absorb 4%
+10 to Light Radius
→ Kali
Kali
Gloves
'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
.
- Belt:
Main item here is: Aerin Orbiter
Aerin Orbiter
Belt (4)
Defense: (88 - 96) to (121 - 132)
Required Level: 5
Required Strength: 28
Item Level: 10
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Level: 22
Required Strength: 56
Item Level: 31
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Level: 40
Required Strength: 201
Item Level: 51
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Level: 48
Required Strength: 402
Item Level: 77
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
, but until you find it, you can use → Rainbow
Rainbow
Belts
'Eth'
Runeword Level: 15
+5% to Spell Damage
+(6 to 10)% to Summoned Minion Resistances
Regenerate Mana +(5 to 10)%
Elemental Resists +(10 to 15)%
(6 to 8)% Magic Find
+2 to Light Radius
and Prodigy
Prodigy
Gloves
'AmnLum'
Runeword Level: 45
+1 to All Skills
+(10 to 15)% to Summoned Minion Damage
+5% to Summoned Minion Resistances
+93 Defense
(11 to 20)% to Strength
Regenerate Mana +(10 to 15)%
Fire Resist +(3 to 8)%
Lightning Resist +(3 to 8)%
Cold Resist +(3 to 8)%
Poison Resist +(28 to 33)%
.
- Boots:
Best choice here is: Honorific boots (1) but you won't get honorifics until Act 5, so, in the meantime use → Epicenter
Epicenter
Boots
'Ith'
Runeword Level: 18
0.0625% Chance of Crushing Blow (Based on Character Level)
+(4 to 15)% Enhanced Defense
+(40 to 60) to Life
Elemental Resists +(3 to 5)%
or any TU boots that you like.
- Amulet:
You don't have much choices for the first 50 levels, so all you can do is find a rare amulet with +2/3 to All Skills.
- Rings:
You can either use Empyrean Band
Empyrean Band
Ring
Required Level: 40
Item Level: 40
1% Chance to cast level 18 Singularity on Kill
(3 to 5)% to All Attributes
Maximum Life +3%
Maximum Mana +10%
(5 to 15)% Gold Find
or 2x rare rings with +1 to All Skills.
For sockets, is mostly for personal preference. Chose whatever you like/need the most.List of sockets for early game:- Ruby: (Life after kill [weap]) Pretty usefull for survivavility.[This is my choice for weapon sockets, so I have more LAEK]
- Diamonds (Spell damage [weap])
- Topaz (Energy factor to spell damage [weap] or %Energy [armor])
- Turquoise (Regen mana [weap])
- Ral/Thul/Ort (Depending on what element skill you gonna use as main).[This is my choice for the rest of sockets, more spell damage]
- Um runes for more mana/damage (5% bonus to energy)
MO's: - For the Honorific boots, we'll get 30% (5x3% orbs all resist orbs). Check your resists on terror and keep in mind that your TU's are giving you more resistances as you upgrade them. Some faster run walk is good too as well as reanimates.
- TU's: for the weapon I would go for Faster cast rate, life after kill and Factor spell damage. For the amulets/rings you need mana regen% and Resist%, for the armor/rest I would go cold/light/fire damage(the main element you using) and energy/reanimates.
► Mid game
For mid game (mostly Terror), I'm gonna list the items I was using to go through it:
- Helm:
For farming gold on IotSS Summit
anything else → Ra
Ra
Helms
'ShaelThul'
Runeword Level: 35
Living Flame Gives +1% Fire Spell Damage per 8 Character Levels
+1 to All Skills
+10% Bonus to Poison Skill Duration
35% Cast Speed
-(7 to 10)% to Enemy Fire Resistance
-(7 to 10)% to Enemy Poison Resistance
Attacker Flees after Striking (11 to 15)%
Cold Resist +25%
Poison Resist +25%
(7 to 13)% Gold Find
7% Magic Find
MO'ed with Reanimates% and ElementSpellDamage%. - Body Armor:
TU3 Queen of Glass
Queen of Glass
Ancient Armor (4)
Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength: 33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength: 57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength: 175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength: 323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
. MO'ed with Reanimates% and ElementSpellDamage%. - Weapon:
This time I was using 2x TU6 Spellgrip
Spellgrip
Wrist Blade (4)
(Assassin Only)
Required Level: 2
Required Dexterity: 20
Item Level: 1
Innate Lightning Damage: (10.0% of Dexterity)
5% Chance to cast level 10 Hunting Banshee on Melee Attack
+1 to Assassin Skill Levels
5% Attack Speed
5% Cast Speed
Adds 5-6 Lightning Damage
-2% to Enemy Fire Resistance
-2% to Enemy Lightning Resistance
-2% to Enemy Cold Resistance
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Socketed (1)
(Assassin Only)
Required Level: 20
Required Dexterity: 39
Item Level: 31
Innate Lightning Damage: (15.0% of Dexterity)
10% Chance to cast level 18 Hunting Banshee on Melee Attack
+2 to Assassin Skill Levels
15% Attack Speed
15% Cast Speed
Adds 14-20 Lightning Damage
-4% to Enemy Fire Resistance
-4% to Enemy Lightning Resistance
-4% to Enemy Cold Resistance
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Socketed (2)
(Assassin Only)
Required Level: 39
Required Dexterity: 83
Item Level: 51
Innate Lightning Damage: (20.0% of Dexterity)
15% Chance to cast level 26 Hunting Banshee on Melee Attack
+3 to Assassin Skill Levels
25% Attack Speed
25% Cast Speed
Adds 40-60 Lightning Damage
-8% to Enemy Fire Resistance
-8% to Enemy Lightning Resistance
-8% to Enemy Cold Resistance
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Socketed (2)
(Assassin Only)
Required Level: 48
Required Dexterity: 169
Item Level: 77
Innate Lightning Damage: (25.0% of Dexterity)
20% Chance to cast level 38 Hunting Banshee on Melee Attack
+4 to Assassin Skill Levels
30% Attack Speed
30% Cast Speed
Adds 120-160 Lightning Damage
-12% to Enemy Fire Resistance
-12% to Enemy Lightning Resistance
-12% to Enemy Cold Resistance
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Socketed (3)
MO'ed with FCR%/LAEK/Energy spell factor. - Assassin Shields:
As soon as I can get an IX rune I'll be using Dar-Al-Harb
Dar-Al-Harb
Assassin Shields
'FalUm'
Runeword Level: 58
+(3 to 4) to Assassin Skill Levels
15% Cast Speed
0.25% to Fire Spell Damage (Based on Character Level)
0.25% to Lightning Spell Damage (Based on Character Level)
+(16 to 19) to Summon Darklings
+(19 to 22) to Skeletal Flayer
+25 to Dexterity
5% to Dexterity
+25 to Energy
Elemental Resists +10%
. - Gloves:
Still using Kali
Kali
Gloves
'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
MO'ed with Reanimates% and ElementSpellDamage%. - Belt:
Still using TU4 Aerin Orbiter
Aerin Orbiter
Belt (4)
Defense: (88 - 96) to (121 - 132)
Required Level: 5
Required Strength: 28
Item Level: 10
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Level: 22
Required Strength: 56
Item Level: 31
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Level: 40
Required Strength: 201
Item Level: 51
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Level: 48
Required Strength: 402
Item Level: 77
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
mo'ed with reanimates and all resists. - Boots:
Honorific boots (1) MO'ed with %AllResists/%FRW/Reanimates%/FHR% - Amulet:
Still using some random rare amulet. Will try getting a +1/+4 soon @TCow. - Rings:
Still using a random rare ring and a Ring of Disengagement
Ring of Disengagement
Ring
Required Level: 1
Item Level: 1
1% Chance to cast level 8 Celerity on Kill
+(6 to 10) to Strength
+(6 to 10) to Dexterity
+5 Maximum Stamina
MO'ed with ManaRegen% and Resistances%
List of sockets for Mid game:- For my spellgrips I'm using Perf Rubies for LAEK.
- Rest of TU im using ORT runes (you can use either ORT or the other 2 elementals (THUL/RAL) depending on your main skill.
MO's: - For the Honorific boots, we'll get some FHR% (86% in total to be more precise) use D2Stats to check your current%.
- TU's: for the weapons there's nothing more to add than Faster cast rate, Life after kill and Energy spell damage (maybe %Experience Gained if you want to level up faster). For the amulets/rings add some flat DamageReduction if you can, for the armor/rest I would go cold/light/fire damage(the main element you using) and energy/reanimates.
► Late game
In Late game we are gonna need to farm shrines a bit, either if you want to go LimpetLaser > Electrofield or simply Straight to Electrofield.
- Helm:
[1st stage; FARMING] I use a Sacred shrined crafted Circlet. Use a couple of charges and aim for Cold Pierce and Cold spell damage. MO it with Cold spell damage, Reanimate% and the rest on Magic find (since we are using LimpetLaser to twink our Electrofield).
[2nd stage; Ubers] Get Ornate Shrines and craft yourself another Circlet (one exactly the same as your cold one, but this time with Lightning element.
- Body Armor:
[1st stage; FARMING] I use a Sacred shrined crafted Quilted Armor. Use a couple of charges and aim for Cold Pierce and Cold spell damage. MO it with Cold Spell Damage, FHR%(Keep in mind the 86%FHR breakpoint) and the rest on Magic find(since we are using LimpetLaser to twink our Electrofield) and some reanimates.
[2nd stage; Ubers] Get Ornate Shrines and craft yourself another Quilted Armor(one exactly the same as your cold one, but this time with Lightning element).
- Weapon:
[1st stage; FARMING] Here we are gonna craft 2x Gehenna
Gehenna
Weapons
'ChamOhmLo'
Runeword Level: 83
20% Chance to cast level 32 Frozen Crown on Melee Attack
15% Block Speed
15% Hit Recovery
Adds 94-125 Cold Damage
Adds 150-200 Poison Damage over 1 seconds
+(144 to 171)% Enhanced Damage
+25% to Cold Spell Damage
-25% to Enemy Cold Resistance
+25% to Poison Spell Damage
-25% to Enemy Poison Resistance
Maximum Life +5%
Maximum Mana +(23 to 28)%
Requirements -33%
RW (We are gonna use dual claws whenever we find an Uber who heals when killing a reanimate/summon) MO'ed with Life after kill or Faster Cast Rate%.
[2nd stage; Ubers] Spellgrip works really well. A better choice would be to craft a good Ornate claw with %LightSpellDamage and -%EnemyLightResist.
- Assassin Shields: We are gonna still use the
Dar-Al-Harb
Dar-Al-Harb
Assassin Shields
'FalUm'
Runeword Level: 58
+(3 to 4) to Assassin Skill Levels
15% Cast Speed
0.25% to Fire Spell Damage (Based on Character Level)
0.25% to Lightning Spell Damage (Based on Character Level)
+(16 to 19) to Summon Darklings
+(19 to 22) to Skeletal Flayer
+25 to Dexterity
5% to Dexterity
+25 to Energy
Elemental Resists +10%
unless we use the 2x combination, which will depend if the uber heals after killing one of our summons/reanimates or not.
- Off-hand Weapon: Buy a claw with +Bloodlust from Anya act 5(use red portal to reset the items from her store)
- Off-Shield: Craft a
Goddess
shield. to use with your Bloodlust Claw.
- Gloves:
[1st stage; FARMING] I use a Sacred shrined crafted Leather gloves. Use a couple of charges and aim for Cold Pierce and Cold spell damage. MO it with Cold Spell Damage, FHR%(Keep in mind the 86%FHR breakpoint) and the rest on Magic find(since we are using LimpetLaser to twink our Electrofield) and some reanimates.
[2nd stage; Ubers] Get Ornate Shrines and craft yourself another Leather Gloves(one exactly the same as your cold one, but this time with Lightning element).
- Belt:
[1st stage; FARMING] I use a Sacred shrined crafted Leather Belt. Use a couple of charges and aim for Cold Pierce and Cold spell damage. MO it with Cold Spell Damage, FHR%(Keep in mind the 86%FHR breakpoint) and the rest on Magic find(since we are using LimpetLaser to twink our Electrofield) and some reanimates.
[2nd stage; Ubers] Get Ornate Shrines and craft yourself another Leather Belt(one exactly the same as your cold one, but this time with Lightning element).
- Boots: At the start I was using Honorific boots (1), later follow the next stages:
[1st stage; FARMING] I use a Sacred shrined crafted Boots. Use a couple of charges and aim for Cold Pierce and Cold spell damage. MO it with Cold Spell Damage, FHR%(Keep in mind the 86%FHR breakpoint) and the rest on Magic find(since we are using LimpetLaser to twink our Electrofield) and some reanimates.
[2nd stage; Ubers] Get Ornate Shrines and craft yourself another Leather Boots(one exactly the same as your cold one, but this time with Lightning element).
- Amulet: rare amulet with +Skills(2-4), -Cold/lightning Pierce, +Cold/Lightning spell damage. MO'ed with 40% mana regen, cold/light spell damage/Damage Reduced/Resistances (choose what you need/like, personal preference)
- Rings: 2x rare rings with +1 Skill, -Cold/ligthning Pierce, +Cold/Lightning spell damage. MO'ed with 40% mana regen, cold/light spell damage/Damage Reduced/Resistances (choose what you need/like, personal preference)
List of sockets for Late game:- Thul/Ort runes
- Perfect topaz
- Zod crafted Jewels with spell damage/faster cast rate/Energy%, etc.
► End game
- Helm:
- Body Armor:
- Weapon:
- Shields:
Assassin Shields - Gloves:
- Belt:
- Boots: Honorific boots (1)
- Amulet:rare amulet
- Rings: 2x rare rings
List of sockets for End game:
MO's: Stats: For the whole walkthrough we will follow the same guidelines:
- Strenght: Enough to equip your gear.
- Dexterity: Enough to equip your gear (without TForm)
- Vitality: Max this if you need survivability.
- Energy: Max this if you need damage.
Breakpoints for Late/End game:- Faster Cast Rate(FCR): 152% total.
- Faster Hit Recovery(FHR): 86% total.
- Faster Block Rate(FBR): 200% total.
- Attack Speed for Claws(AS): 78% total.
- Attack Speed for Naginata(AS): 117%
- Attack Speed for Throwing Knives: 152%
Skill plan: We'll use this format in the meantime SkillPlanner gets updated.► Early game
I hope it's self explanatory:
- S (Situational): Will depend on what area/act are u farming and what skill you preffer using, in my case, at level 67~ I have all the main skills maxed (Limpet, Electro, Fireball, PBeing, SRefuge, TForm) maxed out. But for purposes of not wasting belladona's/Q1, they only depend on what you want to do.
- R (rest): Shadow Refuge is a must on your build, but while you're leveling you gotta be more invested in your other skills (by order of importance: Main damage skill → PBeing&TForm → Secondary Dmg skill (for immunes) → Shadow Refuge)
► Mid game
At level 90~ we should have all these skills maxed. If you preffer maxing only 2 (e.g: Limpet and fireball sentry + Way of the phoenix for more damage, you can do it. As always, there's some room for personal preferences.
► Late game
When you reach Destruction you should be lvl 120 (do TCows until then), it's time to max your main skills (LimpetLaser + Phase bomb for clearing some ubers and Electrofield sentry + phase bomb for single target damage). Max first all skills, then put the rest in PhaseBomb for more -Resist, the rest of points into blink for less cooldown (will save your life many times).
► End game
Crafting in process, please, be patient.
[3]
For this section we are going to be using Early game gear and Skill plan, in every Act part you'll find:
- The act walkthrough.
- Mobs to look out for and how to counter them.
- Items to look out for, keep them in mind at all time so you don't have to farm.
► MP VIDEOS
Here we'll have only the videos from the stream for Hatred difficulty (Playlist will include all Walkthrough in order). On each Act section I'll put only the youtube parts from SP, so you guys have both. On multimedia you got the full compilation of them. They are posted as well on my
Somnus's Lair.On twitch:On Youtube!: ► Act 1
Video! Details: From level 1 to 6, kill everything on sight with your class skill (it will 1-2 shots everything) @BloodMoor. Add 1 point into Cluster Bomb and save the points until level 6, don't forget to add all stats points in energy(until you don't have mana problems). Max your Electrofield Sentry + Shadow refuge(LMB) + 1SP on Blink, this will ensure your survival until black marsh. Do the Den of Evil (I usually skip it until later on).
Keep going and do the Tristan quest (get a hireling whenever you reach dark wood, will help you a lot too). You don't really need the boxes since we're gonna be using RW's and honorifics for the early game, and we can farm TU's later if needed. In any case Spellgrip wrist blade is really useful (in case you want to farm it)
Once you have your lumen arcana and your eth belt, progress to Andariel (unless you want to spam some boxes for dual spellgrip and some RW's, up to you.
Whenever you get to inner cloister, you should be around lvl 15~, keep using your electrofield, will deal more dmg than fire trap. And beware of the Bloodfire Rogues and Black Knights, they deal high dmg to you since you don't have armor. By the time you kill Andariel you should be around level 18~. Proceed to Act 2 as soon as you kill her.
Mobs to look out for and how to counter them: - Cave snappers: Kite them away, don't stay in melee or you'll get poison flashed. Shadow refuge + Electrofield.
- Corruptor: Skeletons with poison damage, kite them away. Shadow refuge + Electrofield.
- Cog pack: Lure the minions and kill the shaman. Shadow refuge + Electrofield.
- Stone clans: (the ones that use ''Shatter the Flesh'') Kill the leader so he doesn't explodes dead bodies. Shadow Refuge + Electrofield.
- Cultist (physical damage with throwing hammers, really annoying. Shadow refuge and use Electrofield on them.
- Bloodfire rogue: (high phys damage, be careful) Shadow refuge + kite with Electrofield.
- Black Knight: (high phys damage) Shadow refuge + kite with Electrofield.
- Steelfur Titan: (high phys damage and hp) They can stunlock you (Bitchslaps pls, sthap). Use Shadow refuge + kite with Electrofield.
Stuff to look for through the entire Hatred diff: - Socketed gear for RW's (keep a piece of each in your stash, will be usefull)
- Any runes, but specially: EL, LUM, 2x ITH, FAL, 2x HEL, 2x NEF , SOL, Shael, MAL, PUL , ETH and a bunch of Thul/Orts for later.
- All jewels/amulets/rings (any rarity), they are worth identifying for use and/or selling for gold.
- Any unique (for shards or use)
- Any experience pot and emeralds for crafting (save them for Act5 baal throne/Cows)
- Save them apples for later, you'll need the gold and it's not worth selling on act 1 for 2000g.
- Belladona's elixir.
► Act 2
Video!You are now in act 2, get your tier 2 potions and hire an Exemplar (he will carry you so easy), then, proceed into The Sewers. We are gonna kill Radamant, level up a bit and get some gear. In the sewers, the fastest way to clear it's by using Fireball Sentry. To kill Radamant, use Electrofield sentry (it's your highest single target dpm skill). Once The Sewers are done, you should be around level 24~, time to start maxing your PerfectBeing/TieflingForm and finish act 2 (start saving some stats points, we'll need them later). Next step is getting the staff on the Maggot Lair (Oasis) and the amulet on the Claw viper temple (lost city). Proceed to the Arcane Sanctuary, ignore the mini-boss from the Harem, it's not worth the time for killing him. The summoner should die with 1 Electrofield Sentry, then proceed to Duriel and act 3.
Mobs to look out for and how to counter them: - Pest: Careful with their Cast on Death cluster bomb, it deals good fire damage. With ETH belt RW you should be fine. Use fireball sentry and don't stand on top of the fire.
- Corruptor Mage: Poisonous skeleton mages, they poison you and can cause your death really quick, just use your pots and fireball sentry, stay away from them as much as you can.
- The pack These little wolves are annoying as hell, if you get surrounded by the pack you're dead/stun locked. Use fireball sentry and stay away from them.
- Grubber: Same as the cave snappers, but more deadly. Electrofield them and kite to avoid melee/poison flash.
- Ice clan: Again, be careful with the leader and his Shatter the flesh, since we have low resistances.
- Shredder: Careful with the electric ball, it can deal good amount of damage if you're not paying attention.
Stuff to look for through the entire Hatred diff: - Socketed gear for RW's (keep a piece of each in your stash, will be usefull)
- Any runes, but specially: EL, LUM, 2x ITH, FAL, 2x HEL, 2x NEF , SOL, Shael, MAL, PUL , ETH and a bunch of Thul/Orts for later.
- All jewels/amulets/rings (any rarity), they are worth identifying for use and/or selling for gold.
- Any unique (for shards or use)
- Any experience pot and emeralds for crafting (save them for Act5 baal throne/Cows)
- Save them apples for later, you'll need the gold and it's not worth selling on act 1 for 2000g.
- Belladona's elixir.
► Act 3
As soon as you get to Act 3, you should be around level 30, time to go and get Khalim relics. You can find the eye in the Spider Cavern (Spider Forest), the brain in the Flayer Dungeon level 3 (Flayer Jungle) and the heart in The Sewers level 2 (there are 4 entrances, 2 on Kurast Bazar, and 2 on Upper Kurast). Be careful once you enter in Lower Kurast (and forward) mobs here have immunity to fire or lightning, use Electrofield/Fireball sentry accordingly, and be careful to not get surrounded by big packs. Don't forget your Lam Esen's tome in the ruined temple (kurast bazar), and the Jade figurine (for the 20hp pot quest). Go to Travincal and get your Khalim's flail (cube it with the 3 relics and hit the orb). Proceed to Mephisto, now, you can either farm for crystals and get some TU's going or you can simply keep going to act 4.
Mobs to look out for and how to counter them: - Black death: These zombies got high poison damage, careful with them. Since they are melee, just kite.
- Djins: These 4 sword fellas makes you teleport when they hit you, really annoying and dangerous, since you can jump on top of a big pack.
- Ni va: They are the bluish crocodiles that cast the immunity shield (you cant kill mobs). I don't think there's much to add about these guys. Try to kill them before they cast the shield, or simply run away until its duration goes off.
- Monkey King: Harambe is back and is blood thirsty. These monkeys throw barrels that deals high damage, you better keep moving or you'll die.
- Moon Knight: They will jump on top of you dealing high phys damage, be careful not to blind blink over the walls because of them.
- Que-Hegan & Peace warder: Sneaky little bastards, dealing high physical damage (they are invisible until attacking). You cant really do much vs them, just move and cast a sentry while moving to avoid them and kill the summoners (Que-hegans)
Stuff to look for through the entire Hatred diff: - Socketed gear for RW's (keep a piece of each in your stash, will be usefull)
- Any runes, but specially: EL, LUM, 2x ITH, FAL, 2x HEL, 2x NEF , SOL, Shael, MAL, PUL , ETH and a bunch of Thul/Orts for later.
- All jewels/amulets/rings (any rarity), they are worth identifying for use and/or selling for gold.
- Any unique (for shards or use)
- Any experience pot and emeralds for crafting (save them for Act5 baal throne/Cows)
- Save them apples for later, you'll need the gold and it's not worth selling on act 1 for 2000g.
- Belladona's elixir.
► Act 4
When you reach Act 4 you should probably be lvl 32-35~ (unless you farmed Mephisto, which you'd be higher level than that) if you didn't farm for TU's/AC you can simply rush through the Act 4 (which I usually do in order to avoid staying too long in this act). If you farmed, you can take your time and level up a bit here, since we will be needing levels later on for Act 5 and LC1 (remember, LC1 has a maximum level 50, don't exceed this level without doing completing the challenge). But, due to the increased high density on Act 4 (and Act 5), you either rush/ignore this mobs/places or go forward really slow to avoid getting surrounded by 300000 mobs, best advice would be to take it really slow to avoid sudden Death.
Mobs to look out for and how to counter them: - Hellcat: These damn cats will lock your ranged skills, leaving you defenseless vs the mobs, run away from their debuff or/and kill them ASAP.
- Heretics: Heretics deal high physical/magical (don't remember which one) damage. Only way to counter them is Shadow refuge and running away from the hammers.
- Mutilator: These guys deal high magical damage in a cone. Be careful with them!
- Knight of death: Immune to both, fire and lightning. T
- High density mob packs: Nothing much to say here, just progress safe/slow or just rush it (which I usually do)
Stuff to look for through the entire Hatred diff: - Socketed gear for RW's (keep a piece of each in your stash, will be usefull)
- Any runes, but specially: EL, LUM, 2x ITH, FAL, 2x HEL, 2x NEF , SOL, Shael, MAL, PUL , ETH and a bunch of Thul/Orts for later.
- All jewels/amulets/rings (any rarity), they are worth identifying for use and/or selling for gold.
- Any unique (for shards or use)
- Any experience pot and emeralds for crafting (save them for Act5 baal throne/Cows)
- Save them apples for later, you'll need the gold and it's not worth selling on act 1 for 2000g.
- Belladona's elixir.
► Act 5
Once you reach Act 5 you should be around level 40~, Act 5 density is even higher than Act 4, but you won't have that much problems like in Act 4. Proceed to Shenk and get 4-5 honorific reagents (Mark of Infusions) so you can make your honorific boots later on (which you'll need to cube with Resist% and FasterRunWalk%). Do the act 5 merc quest and go to the Ancients, you should be around level 42-43. Best strategy for them (with just TU3
Spellgrip
Spellgrip
Wrist Blade (4)
(Assassin Only)
Required Level: 2
Required Dexterity: 20
Item Level: 1
Innate Lightning Damage: (10.0% of Dexterity)
5% Chance to cast level 10 Hunting Banshee on Melee Attack
+1 to Assassin Skill Levels
5% Attack Speed
5% Cast Speed
Adds 5-6 Lightning Damage
-2% to Enemy Fire Resistance
-2% to Enemy Lightning Resistance
-2% to Enemy Cold Resistance
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Socketed (1)
(Assassin Only)
Required Level: 20
Required Dexterity: 39
Item Level: 31
Innate Lightning Damage: (15.0% of Dexterity)
10% Chance to cast level 18 Hunting Banshee on Melee Attack
+2 to Assassin Skill Levels
15% Attack Speed
15% Cast Speed
Adds 14-20 Lightning Damage
-4% to Enemy Fire Resistance
-4% to Enemy Lightning Resistance
-4% to Enemy Cold Resistance
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Socketed (2)
(Assassin Only)
Required Level: 39
Required Dexterity: 83
Item Level: 51
Innate Lightning Damage: (20.0% of Dexterity)
15% Chance to cast level 26 Hunting Banshee on Melee Attack
+3 to Assassin Skill Levels
25% Attack Speed
25% Cast Speed
Adds 40-60 Lightning Damage
-8% to Enemy Fire Resistance
-8% to Enemy Lightning Resistance
-8% to Enemy Cold Resistance
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Socketed (2)
(Assassin Only)
Required Level: 48
Required Dexterity: 169
Item Level: 77
Innate Lightning Damage: (25.0% of Dexterity)
20% Chance to cast level 38 Hunting Banshee on Melee Attack
+4 to Assassin Skill Levels
30% Attack Speed
30% Cast Speed
Adds 120-160 Lightning Damage
-12% to Enemy Fire Resistance
-12% to Enemy Lightning Resistance
-12% to Enemy Cold Resistance
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Socketed (3)
,
Lumen Arcana
Lumen Arcana
Body Armors
'Ith'
Runeword Level: 18
+1 to All Skills
-(3 to 8)% to Enemy Fire Resistance
-(3 to 8)% to Enemy Lightning Resistance
-(3 to 8)% to Enemy Cold Resistance
-(3 to 8)% to Enemy Poison Resistance
+(25 to 50)% Enhanced Defense
+2 to Light Radius
and
Kali
Kali
Gloves
'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
would be to use Electrofield Sentry on top of Madawc (the one that throws axes) while you run in circles around him, avoiding his axes, Talic and Korlic attacks. Once Madawc is dead, proced on using Electrofield + Move + repeat, so you make the other two chase you without hitting you. After killing the Ancients, go to Baal (remember, LC1 has a maximum level 50, don't exceed this level without doing completing the challenge). Be careful with the big packs and all the elites here. Fastest way to kill Baal would be spamming limpet on a corner, luring baal once you have a decent amount, running in circles until the limpets fade, then simply limpet laser and run in circles until he dies.
Mobs to look out for and how to counter them: - Mutilator: Same as Act 4, carefull with these winged mobs that cast a magic damage cone. High damage.
- Ghost phoenix: Invisible vultures with high phys damage and immune to fire. Just Electrofield their assess.
- Blood Prince: This fire frogs cast fire nova proc on death. It can even cause you lag!
- Deathfire Bearer: Another elite mob that will annoy you with high damage/hp.
- Detonators: You don't really need this mob on the list to know that it can 1 shot you (33/66/100% on H/T/D difficulties.
- Stone Hammer Demon: These guys throw at you the only two things you don't like in life. Showers and rocks. Combine them and you'll have their main skill. On top of that, immune to fire. Electrofield them before you die.
- Skull clan: Same as always, kill the shaman and no problems.
- Trap Rats: High physical damage. Electrofield them.
- Unseelie Lady: High damage, they cast burning veil buffing everyone's damage(not yours, ofc)
- Black Ice demon: Another elite with high damage, immune to Lightning.
- Thunderling and Thunterling Shamans: Immune to lightning and really annoying because big mob packs.
- Alpha Centaur: High damage elite mob, they jump on top of you and rekt easy.
- Mahasattva: Casts a circle of fire on death (Its a 1 hit ko, so avoid it)
- Serafiend: Another high physical damage elite mob, they too jump on top of you (with a bone prison) and hit you hard.
- Others: There are more mobs that you should be looking out for, but listing all of them would make this long and boring, and with this basic list you have your ass covered for the most part. Last words would be ''avoid getting caught in the middle of mob packs'' and ''avoid/kite all elites''.
Stuff to look for through the entire Hatred diff: - Socketed gear for RW's (keep a piece of each in your stash, will be usefull)
- Any runes, but specially: EL, LUM, 2x ITH, FAL, 2x HEL, 2x NEF , SOL, Shael, MAL, PUL , ETH and a bunch of Thul/Orts for later.
- All jewels/amulets/rings (any rarity), they are worth identifying for use and/or selling for gold.
- Any unique (for shards or use)
- Any experience pot and emeralds for crafting (save them for Act5 baal throne/Cows)
- Save them apples for later, you'll need the gold and it's not worth selling on act 1 for 2000g.
- Belladona's elixir.
► LC1
Since MXL17 patch, LC1(LevelChallenge1) is now the first challenge (rip
Volrath). Our goal here get a charm that will boost our stats, in order to do so, we have to kill a Pirate (on the entrance) and 3 Amazon Priestess and cube their drops.
What do I need for this uber?- Level 50 or lower, don't surpass it or you won't be able to cube the charm.
- You can do TA at level 50 using only Fireball Sentry +
Spellgrip
Spellgrip
Wrist Blade (4)
(Assassin Only)
Required Level: 2
Required Dexterity: 20
Item Level: 1
Innate Lightning Damage: (10.0% of Dexterity)
5% Chance to cast level 10 Hunting Banshee on Melee Attack
+1 to Assassin Skill Levels
5% Attack Speed
5% Cast Speed
Adds 5-6 Lightning Damage
-2% to Enemy Fire Resistance
-2% to Enemy Lightning Resistance
-2% to Enemy Cold Resistance
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Socketed (1)
(Assassin Only)
Required Level: 20
Required Dexterity: 39
Item Level: 31
Innate Lightning Damage: (15.0% of Dexterity)
10% Chance to cast level 18 Hunting Banshee on Melee Attack
+2 to Assassin Skill Levels
15% Attack Speed
15% Cast Speed
Adds 14-20 Lightning Damage
-4% to Enemy Fire Resistance
-4% to Enemy Lightning Resistance
-4% to Enemy Cold Resistance
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Socketed (2)
(Assassin Only)
Required Level: 39
Required Dexterity: 83
Item Level: 51
Innate Lightning Damage: (20.0% of Dexterity)
15% Chance to cast level 26 Hunting Banshee on Melee Attack
+3 to Assassin Skill Levels
25% Attack Speed
25% Cast Speed
Adds 40-60 Lightning Damage
-8% to Enemy Fire Resistance
-8% to Enemy Lightning Resistance
-8% to Enemy Cold Resistance
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Socketed (2)
(Assassin Only)
Required Level: 48
Required Dexterity: 169
Item Level: 77
Innate Lightning Damage: (25.0% of Dexterity)
20% Chance to cast level 38 Hunting Banshee on Melee Attack
+4 to Assassin Skill Levels
30% Attack Speed
30% Cast Speed
Adds 120-160 Lightning Damage
-12% to Enemy Fire Resistance
-12% to Enemy Lightning Resistance
-12% to Enemy Cold Resistance
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Socketed (3)
(TU3), Lumen Arcana
Lumen Arcana
Body Armors
'Ith'
Runeword Level: 18
+1 to All Skills
-(3 to 8)% to Enemy Fire Resistance
-(3 to 8)% to Enemy Lightning Resistance
-(3 to 8)% to Enemy Cold Resistance
-(3 to 8)% to Enemy Poison Resistance
+(25 to 50)% Enhanced Defense
+2 to Light Radius
and Kali
Kali
Gloves
'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
- You need to know ''where'' [A2 → Dry hills → Halls of the dead → Twin seas → Tran Athulua]
- You need a MAP!
- It's useful to have Blink (or any teleport source) to jump over the walls. You can do this uber without blinks/teleports.
How does this uber work?- TA(Tran Athulua) is filled with Amazon archers (they deal decent damage) and some snakes.
- There is a ''boss'' on the entrance, a ''Pirate of the Twin seas''. He drops a charm called ''Elemental Prism'', you'll need it to complete the challenges. And as always, you don't need to identify to transmute stuff.
► Show Spoiler
drops →
- These 3 bosses are surrounded by armies of Amazon archers, so don't jump into big packs.
- Each boss drops an unique Sunstone and gives you an unique swirl(you cant use fire priestess swirl to cube the ice sunstone with the Elemental Prism and so on) cube it with the Elemental Prism. Be careful, you have 30 seconds to cube it or the swirl will go off. Dying will also turn it off, as always.
- Each boss (priestess) is immune to its named element. Priestess of fire(fire immune), priestess of ice(cold immune) and priestess of thunder(lightning immune). They use Phalanx skill(Avoid at all cost or R.I.P), tremor(lowering your hp by %) and ice, fire or thunder nova on death.
Notes:You don't get experience
in Tran Athulua, so, don't worry leveling up over 50 in here.
Extra:► Hatred Cows
After beating Hatred, we are gonna come here to get some basic stuff.
NCows will give us Jewels, TU's, apples, experience pots, amulets/rings and some basic runes for our Early game gear. And of course, some experience. You should take advantage of that, the gear is the same as Act 5, and the best way to clean this place is using Fireball Sentry.
► Hatred IotSS
After doing some NCows (you'll need some TU's and lvl55-60~), if you still need money, you can come here with
Summit
and get tons of money for your honorific crafting before terror. This place will give you also a nice XP.
► Ennead Challenge
Last challenge from Hatred difficulty. You can try to do it after you finished Hatred, but you can always come back after we level up to 75-80 on Terror,since it will be so much easier. Keep in mind to stop leveling @Terror around level 75. This one its easy if you know how it works:
What do I need for this uber?- Maximum level 80.
- Two maps New one & Old one. Make sure to check it out to know where are the totems.
- Gear check, fhr, defenses etc. You can do it with TU6
Spellgrip
Spellgrip
Wrist Blade (4)
(Assassin Only)
Required Level: 2
Required Dexterity: 20
Item Level: 1
Innate Lightning Damage: (10.0% of Dexterity)
5% Chance to cast level 10 Hunting Banshee on Melee Attack
+1 to Assassin Skill Levels
5% Attack Speed
5% Cast Speed
Adds 5-6 Lightning Damage
-2% to Enemy Fire Resistance
-2% to Enemy Lightning Resistance
-2% to Enemy Cold Resistance
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Socketed (1)
(Assassin Only)
Required Level: 20
Required Dexterity: 39
Item Level: 31
Innate Lightning Damage: (15.0% of Dexterity)
10% Chance to cast level 18 Hunting Banshee on Melee Attack
+2 to Assassin Skill Levels
15% Attack Speed
15% Cast Speed
Adds 14-20 Lightning Damage
-4% to Enemy Fire Resistance
-4% to Enemy Lightning Resistance
-4% to Enemy Cold Resistance
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Socketed (2)
(Assassin Only)
Required Level: 39
Required Dexterity: 83
Item Level: 51
Innate Lightning Damage: (20.0% of Dexterity)
15% Chance to cast level 26 Hunting Banshee on Melee Attack
+3 to Assassin Skill Levels
25% Attack Speed
25% Cast Speed
Adds 40-60 Lightning Damage
-8% to Enemy Fire Resistance
-8% to Enemy Lightning Resistance
-8% to Enemy Cold Resistance
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Socketed (2)
(Assassin Only)
Required Level: 48
Required Dexterity: 169
Item Level: 77
Innate Lightning Damage: (25.0% of Dexterity)
20% Chance to cast level 38 Hunting Banshee on Melee Attack
+4 to Assassin Skill Levels
30% Attack Speed
30% Cast Speed
Adds 120-160 Lightning Damage
-12% to Enemy Fire Resistance
-12% to Enemy Lightning Resistance
-12% to Enemy Cold Resistance
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Socketed (3)
TU3 Queen of Glass
Queen of Glass
Ancient Armor (4)
Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength: 33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength: 57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength: 175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength: 323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
and TU4Aerin Orbiter
Aerin Orbiter
Belt (4)
Defense: (88 - 96) to (121 - 132)
Required Level: 5
Required Strength: 28
Item Level: 10
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Level: 22
Required Strength: 56
Item Level: 31
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Level: 40
Required Strength: 201
Item Level: 51
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Level: 48
Required Strength: 402
Item Level: 77
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
. Just take it slow and kill the totems with Electrofield Sentry.
How does this uber work?- There are totems across the map, they give full immunity to all enemies in a radius. Destroy them so you can kill the mobs.
- The map is full of skeletons archers, skeletons warriors.
- There are 3 Bosses(Ennead Necromancers), one necromancer per corner but the one you appear on. They use Miasma(poison skill that reduces movement speed)
- Each Boss will randomly drop one class charm, sometimes it's a bit frustrating. Just keep trying till you get yours. Once you have your ClassCharm, cube it with a jewel (maximum level 80). This time you don't need swirls or have a timer.
► Show Spoiler
This is the Class Charm (once it had been identified)
So this is the end of Hatred, with this first 60 levels you should have learned the very basics of Median, get ready now for Terror!
XIVIVIX