Bat Lady Guide (SSF, Summoner, VIT assassin)

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Neyhanis
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Batlady Sumosin - Bat friends aren't bad friends !


Introduction
Hi there, this is a quick build guide for the new 2.0 Batstrike-summoner archetype ! This isn't a clawsin with a few bats on the side, it's a full-on bat-summoner lady. There are two important points to adress before getting started :
  • This build revolves around a specific interaction (and if you feel you won't like the following, then sorry but this build won't work for you) :
    Charge up batstrike twice then release with an autoattack. If you charge 3 times it won't work, so you cant spam. Meaning : Hit, hit, summon(normal attack attack).
    You can put one on left click one on right, or both on right as you like best, but it needs to be 3 separate clicks. click click click. If you don't like it, you'll hate the build, seriously. But if you can tolerate it (I've grown to find it quite comfortable), then not only it'll be strong but be reassured there won't be much other buffs/clicks to be done, so it's not really a piano build, apart from this "click click click" thing.
  • You can't play this at low level. No, seriously, without the level 40 passive, you only have 1 bat. Without the level 70 passive, they die immediately and are slow and can't farm (level 70 passives gives aoe hits / 50% combat speeds / 84% damage reduction... ). And since they benefit from several of your passives and you need to level those a bit too, I'd advice playing this after level 90 or even level 100. (I tried at level 80, very rough transition. At level 100? very strong ownage, easy from there on !).



Pros
- Viable meme build (summon sin and VIT-sin)
- Active summoner (not crazy piano, but resummon every 30sec)
- Decent defenses for a sin : melee devotion, a lot of hp (for a sin) and 70%avoid
- No signet dependency (sigs = more hp, but you have decent/good hp without. Everything I've done on this char is with 0 sigs)
- Fun playstyle, in and out of melee, hovering around the fight
- A lot of gearing options, thus it is SSF friendly, as there are many cheap and strong TUs and RWs we can use, because build doesn't have big requirements.
- Can do scosglen (chugging potions, but no problems with killing or surviving)

Cons
- Viable meme build (surprisingly powerful, but still a bit clunky)
- Active summoner (can't sleep on the job, not an afk-summoner)
- Close range playstyle (only 1/4th of play is spent meleeing or less though)
- No set or cool orange items (come on devs, new archetype and no item at all for it? give it some love ! )
- Summoner means some ubers are annoying (I could do both Kabraxis and Astrogha no problems though, kab is jokingly easy and Astro only a bit annoying)



Video showcases

► Video Showcase





Power Ratings

This is a quick section where I'll give a personal estimate of how this build fares in a few different metrics. Note that things like "hard" or "easy" content are very relative to your own power level (if you're SSF and poorly geared, "hard content" isn't the same as if you're fully geared and sigged), and also to my own opinion and experiences, so please take it with a grain of salt and use it as a general impression of the build's strengths and weaknesses

Single target damage : 10/10 (really high, deleting many ubers)

AoE clearspeed, easy content : 6 / 10 (great damage and they move/attack fast, but the aoe isnt big and there's only 5 of them. Comfortable but not as good as most ranged clearing builds, or several other summoners)

AoE clearspeed, hard content : 7 / 10 (same as above, but their high damage and tankyness, even when you have very mediocre gear, helps a lot. A good example is facerolling teganze or fauztinville with mediocre gear and no sigs)

Survivability : 9 / 10 (high hp, high avoid, melee devotion, prismatic cloak with high level, anathema, and summons to tank for you. Near-immune to elemental damage, can run into screens of teganze mobs with no summons. Only "weakness" is phys damage, but that is easy to fix with a bit of physical damage resistance, easy to find since flexible gear choices)

Minion survivability : 10/10 or 7/10 (if enemy damage is elemental and/or magical, or a mixture with a lot of those in, they simply cannot die. If it is pure high physical damage, they might die sometimes. Worth pointing out : even if they were squishy, its less of a problem then for most other summoners (you summon them all at once and it costs no mana)

Ease of play : 8/10 (there is "one thing" to learn, how to comfortably "go in, summon, get out" of melee range. It's a bit annoying at first, but once you the hang of it, the build is actually pretty easy to play)

Comfort of play :5/10 (This depends on the thing described just above. Let's be very honest here : you will either get accustomed to it, or hate it, and that'll determine whether you'll keep playing it. If you can take the clunkyness and frequent resummoning of timed summons, it's a great, powerful and pretty safe build. If you can't... it's going to feel AWFUL, so don't inflict that upon yourself :mrgreen: )





Skill Allocation and Mechanics
In this section, there will be 3 values for skill point allocation. The first value is for level 100 and finished nightmare (99+8=107 points). The second number represents level 120 and all skill point quests including the new one lvl 115 (119+14 = 133 points).

The third number is a slightly alternate version of the build, using a
Zular Khan's Tempest
Zular Khan's Tempest
Halberd (Sacred)

Two-Hand Damage: 71 to 100
(Assassin Only)
Required Level: 100
Required Dexterity: 558
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
Area Effect Attack
10% Chance to cast level 1 Stormpike on Striking
Broadside Cooldown Reduced by 2 seconds
Adds 250-500 Fire Damage
Adds 250-500 Lightning Damage
-50% to Enemy Fire Resistance
-50% to Enemy Lightning Resistance
+(26 to 30) to Way of the Spider (Assassin Only)
+(26 to 30) to Way of the Gryphon (Assassin Only)
+(26 to 30) to Way of the Phoenix (Assassin Only)
+(51 to 100) Life after each Kill
Socketed (6)
for massive damage upgrade and getting some points into Laserblade. Makes playstyle even slightly clunkier, butyou get more damage out of it. If you have this SU halberd, it's worth doing, else don't bother. In this case we also chose Beacon rather then Phase bomb because our bat's elemental pen is likely to be maxed or close to (easely for farming, and probably capped even for the hardest ubers, depending on your charms/gear).

► Skill and scaling mechanics


► Skill point allocation reasoning



Ninja
Blink : 1 - 1
Shadow Refuge : 1 - 1
Perfect Being : 25 - 25 - 25 (max)

Claw
Noctule : 1 - 1 - 1
Way of the Gryphon : 20 - 25 - 25
Bat strike : 10 - 10 - 10
Elemental Fangs : 5 - 5 - 5 (max)
Ambush : 4 - 4 - 4(max)
Winged Calamity : 10 - 10 - 10(max)
Anathema : 1 - 1 - 1

Naginata
Way of the Phoenix : 17 - 25 - 25
Laserblade : 0 - 0 - 5 (max)

Reward
Prismatic Cloak : 10 - 15 - 15
Vampiric Icon : 0 - 1 - 1
Phase Bomb : 1 - 1 - 0
Beacon : 0 - 0 - 1

Mastery
Melee Devotion : 1 - 1 - 1(Yes this works. Batstrike is a "melee skill" after all !
Endurance (once unlocked) : 0 - 7 - 2

After level 121?
Simply finish up maxing the following skill :
Endurance (from 2 or 7 to 10)

The next points really depend on your personal preferences. You could even put 0 into Endurance for a long while if you take those below beforehand :
Domain (blink range)
Shadow Rush (shadow refuge movespeed. If you don't have beacon (nagi version) and weave in shadow refuge often, this is very good and worth taking earlier on)
You could also pick a third mastery. I suggest
Purity (poison and curse length reduction)
Though you could also go with
Tenacity (phys resistance)




► Breakpoints, attack speed and recovery



Stats

Strength: Enough to reach gear requirements
Dexterity: Enough to reach gear requirements
Vitality: Everything else
Energy: Nothing





Early Game
As mentioned before, there's no early game for this build. Can't be played before 70+ and I suggest you avoid it before 90/100 to have enough points.
If you want some quick tips on how to level this comfortably without respeccing as a clawsin, see below :

► Early leveling




Mid-Game


So this is where it starts. First good news : we scale heavily with +skills. Apart from that, we're a summoner, which means we need minion life and resistances. There's not much else we need. A lot of Attack Rating into our weapon, and apart from this, VIT and lot's of it, or any +HP is also good.
Thanks to this, we have many many good options. In this midgame i'll focus on the cheap and easy to access gear. See endgame for somewhat harder to access gear



Gear
MO (Mystic Orb) advice is included after each item. For sockets, read below

Weapon:
Spellgrip
Spellgrip
Wrist Blade (4)

(Assassin Only)
Required Level: 2
Required Dexterity: 20
Item Level: 4
Innate Lightning Damage:
(20.0% 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 7-10 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: 22
Innate Lightning Damage:
(20.0% 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 20-30 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: 43
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 60-90 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: 76
Innate Lightning Damage:
(20.0% 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 240-360 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 with Attack Rating, (minion life / VIT / experience) or Quiet Shrine Craft Wrist Blade with +4sk, lifespark and %phys dr.
Shield/Offhand:
Spellgrip
Spellgrip
Wrist Blade (4)

(Assassin Only)
Required Level: 2
Required Dexterity: 20
Item Level: 4
Innate Lightning Damage:
(20.0% 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 7-10 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: 22
Innate Lightning Damage:
(20.0% 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 20-30 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: 43
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 60-90 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: 76
Innate Lightning Damage:
(20.0% 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 240-360 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)
or
Black Sheep Wall
Black Sheep Wall
Totem Shield (4)

Defense: (47 - 51) to (91 - 100)
Chance to Block: 4%
(Assassin Only)
Required Level: 6
Required Dexterity: 44
Item Level: 10
+1 to Assassin Skill Levels
+(4 to 5) to Maximum Damage
Adds 6-8 Magic Damage
2% Chance of Crushing Blow
+(12 to 23)% Enhanced Defense
4% to Dexterity
+2 to Light Radius
Socketed (1)
Defense: (175 - 189) to (290 - 313)
Chance to Block: 4%
(Assassin Only)
Required Level: 24
Required Dexterity: 65
Item Level: 27
+2 to Assassin Skill Levels
+(7 to 9) to Maximum Damage
Adds 18-23 Magic Damage
4% Chance of Crushing Blow
+(35 to 46)% Enhanced Defense
8% to Dexterity
+4 to Light Radius
Socketed (4)
Defense: (442 - 473) to (701 - 750)
Chance to Block: 4%
(Assassin Only)
Required Level: 41
Required Dexterity: 137
Item Level: 48
+3 to Assassin Skill Levels
+(15 to 18) to Maximum Damage
Adds 61-68 Magic Damage
6% Chance of Crushing Blow
+(58 to 69)% Enhanced Defense
12% to Dexterity
+7 to Light Radius
Socketed (5)
Defense: (650 - 693) to (1025 - 1092)
Chance to Block: 4%
(Assassin Only)
Required Level: 50
Required Dexterity: 282
Item Level: 82
+4 to Assassin Skill Levels
+(31 to 36) to Maximum Damage
Adds 150-200 Magic Damage
7% Chance of Crushing Blow
+(69 to 80)% Enhanced Defense
16% to Dexterity
+10 to Light Radius
Socketed (6)
- MO with minion life, VIT; or Quiet Shrine Craft shield with +skills and %physical damage reduction
Armor:
Fauztin's Visage
Fauztin's Visage
Field Plate (4)

Defense: 268 to 540
Required Level: 11
Required Strength: 73
Item Level: 11
+(11 to 20)% to Summoned Minion Life
+(6 to 10)% to Summoned Minion Resistances
+50% Enhanced Defense
+250 Defense vs. Melee
+50 to Life
Poison Length Reduced by (21 to 25)%
Physical Resist 1%
Socketed (2)
Defense: 890 to 1668
Required Level: 37
Required Strength: 107
Item Level: 29
+(21 to 30)% to Summoned Minion Life
+(11 to 15)% to Summoned Minion Resistances
+100% Enhanced Defense
+500 Defense vs. Melee
+100 to Life
Poison Length Reduced by (31 to 35)%
Physical Resist 2%
Socketed (4)
Defense: 2232 to 4107
Required Level: 61
Required Strength: 226
Item Level: 48
+(31 to 40)% to Summoned Minion Life
+(16 to 20)% to Summoned Minion Resistances
+150% Enhanced Defense
+750 Defense vs. Melee
+175 to Life
Poison Length Reduced by (41 to 45)%
Physical Resist 3%
Socketed (5)
Defense: 3642 to 6678
Required Level: 75
Required Strength: 468
Item Level: 86
+(41 to 50)% to Summoned Minion Life
+(21 to 25)% to Summoned Minion Resistances
+200% Enhanced Defense
+1000 Defense vs. Melee
+250 to Life
Poison Length Reduced by (46 to 50)%
Physical Resist 5%
Socketed (6)
T3 max for STR reasons. - MO with minion life. Other options
Witchhunter's Faith
Witchhunter's Faith
Quilted Armor (Sacred)

Defense: 6789 to 6993
Required Level: 90
Required Strength:
230
Item Level: 1
+2 to Assassin Skill Levels
+200% Enhanced Defense
+(41 to 50) to Dexterity
10% to Dexterity
+200 Life Regenerated per Second
Maximum Mana +10%
Requirements -50%
Socketed (6)

Witchhunter's Attire
(Assassin Claw Set)
, Magical Shrine Craft body
Helm:
Lavadome
Lavadome
Helm (4)

Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 39
Item Level: 7
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 25
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 120
Item Level: 46
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 250
Item Level: 81
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
- MO with minion life, vit
Gloves:
Kali
Kali
Gloves

'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Fire Splash on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
- MO with minion life, vit
Belt: Honorific Craft - MO with minion life, minion res. Additional MO space can be spent on FHR, VIT or Magic Find
Boots: Honorific Craft - MO with minion life, minion res. Additional MO space can be spent on FHR, VIT or Magic Find
Rings: +1 skill rings, any. Ideally with minion life or damage, or hp, or str/dex/vit (str and dex are requirements so it fine), or even mf%. MO with minion life and whatever else.
Amulet: +2/3/4 skills amulet. Ideally with minion life or damage, or hp or vit. MO with life and whatever else

On Switch:
Too early to bother with a small buff on switch, your damage is huge but playstyle is clunky... let's not add a buff to recast everytime you resummon them, there's no point to it this early on.

Weapon:
Shield/Offhand:

Sockets:
Sockets early on : Gems for resistances. Once capped, i'd suggest using mostly Rubies for +%Vitality, or +%magic find




Gameplay
Click click click. Go into melee, hit and hit with batstrike (dont stay clicking, click twice), and then normal attack to release the bats.
Now the smart thing to do, after summoning bats, is to immediately use batstrike twice again. That way, you can resummon anytime with just one normal attack. I use this and resummon every 20-25ish seconds, this way they're never out and you are safest. Between summoning I move around the fight, staying close for Anathema debuff and on strong bosses I also use Phase Bomb.
For ubers or dangerous bosses, I recommend going to another area, summon bats AND GET TWO CHARGES, then quickly go to the boss's portal/entrance. This way not only do you have bats for 10 to 20 seconds, you also have 2 charges to resummon anytime. This lets you go in and resummon easely when boss isnt doing any dangerous skill.

Blink is your best friend. Blink can stun a pack of mobs for your bats to dps comfortably, it can get you out of a fight, and it will tp your bats aswell so it can be used to "regroup". Use at will !

Lastly, when you start and don't have any charges, or lost your bats and charges, or messed up the charge system (happens A LOT early on, then you get used to it ! ), just wait on your mercenary to aggro something and hit that to charge up safely. This is why we want a merc as tanky as possible, so that he can play this sponge-tank role even on many bosses and ubers.





End Game


There's also a lot of endgame options. I've only listed what I deem the best, but honestly most SU/SSU claws have good +skills and utiltiy or defensive bonuses, and thus fit our purposes. And elemental weapons (wrist blad for claw) have some amazing affixes, which makes weapon crafting potentially really good too ! Signets of Learning... are not a priority. They will transition into more hp, which is important and might be needed for some ubers, but stats arent as important as on some other characters on this one.

One major note to adress is the possibility to switch weapon. Be warned, it makes the somewhat-clunky summoning/resummoning a bit worse even, by changing "click click summon" into "click click switch summon switch". But it can be worth it, as switching to a naginata has it's perks.
First of all, you can put a few points into Laserblade and gain some +%defense, very useful. But most importantly, your damage will spike up crazy if you happen upon a
Zular Khan's Tempest
Zular Khan's Tempest
Halberd (Sacred)

Two-Hand Damage: 71 to 100
(Assassin Only)
Required Level: 100
Required Dexterity: 558
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
Area Effect Attack
10% Chance to cast level 1 Stormpike on Striking
Broadside Cooldown Reduced by 2 seconds
Adds 250-500 Fire Damage
Adds 250-500 Lightning Damage
-50% to Enemy Fire Resistance
-50% to Enemy Lightning Resistance
+(26 to 30) to Way of the Spider (Assassin Only)
+(26 to 30) to Way of the Gryphon (Assassin Only)
+(26 to 30) to Way of the Phoenix (Assassin Only)
+(51 to 100) Life after each Kill
Socketed (6)





Gear

Weapon:
Sagittarius
Sagittarius
Cestus (Sacred)

One-Hand Damage: 41 to 43
(Assassin Only)
Required Level: 100
Required Dexterity: 349
Item Level: 120
Dexterity Damage Bonus: (0.13 per Dexterity)%
Vessel of Judgement: +3 Targets
+7 to Assassin Skill Levels
+100% Damage to Vessel of Justice
+100% Damage to Vessel of Retribution
+(50 to 60) to Vessel of Judgement
+(100 to 150) to Energy
+(300 to 400) to Life
Maximum Mana +(20 to 25)%
Physical Resist 5%
Socketed (3)
Dreamweaver
Dreamweaver
Wrist Blade (Sacred)

(Assassin Only)
Required Level: 100
Required Dexterity: 341
Item Level: 105
Innate Lightning Damage:
(40.0% of Dexterity)
Queen of Blades: +2500 Lightning Damage to Main Projectiles
+(4 to 6) to Assassin Skill Levels
Adds 300-450 Lightning Damage
-(15 to 25)% to Enemy Fire Resistance
-(15 to 25)% to Enemy Lightning Resistance
+100 to Strength
+100 to Vitality
Maximum Fire Resist +1%
Maximum Lightning Resist +1%
Socketed (3)
or Quiet Shrine Craft Wrist Blade with +4sk and useful things (VIT, HP, other stats, dr%, lifespark proc). If you play the nagi-switch version,
Zular Khan's Tempest
Zular Khan's Tempest
Halberd (Sacred)

Two-Hand Damage: 71 to 100
(Assassin Only)
Required Level: 100
Required Dexterity: 558
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
Area Effect Attack
10% Chance to cast level 1 Stormpike on Striking
Broadside Cooldown Reduced by 2 seconds
Adds 250-500 Fire Damage
Adds 250-500 Lightning Damage
-50% to Enemy Fire Resistance
-50% to Enemy Lightning Resistance
+(26 to 30) to Way of the Spider (Assassin Only)
+(26 to 30) to Way of the Gryphon (Assassin Only)
+(26 to 30) to Way of the Phoenix (Assassin Only)
+(51 to 100) Life after each Kill
Socketed (6)
. Not worth giving up many defenses for a crafted nagi unless it's GODLIKE (+10 all skills and tons ofgood defensive bonuses)

Shield/Offhand: The same as the above. Shieldcraft also possible, it also goes up to +4, but it's harder to roll (wrist blade is elem weapon : can have +4skills or +4assa skills, easier to get the +4).
Zayl's Temptation
Zayl's Temptation
Bladed Shield (Sacred)

Defense: 2181 to 2604
Chance to Block: 5%
(Assassin Only)
Required Level: 100
Required Dexterity:
1100
Item Level: 120
Regens 20% Life Over 5 Seconds Upon Taking Weapon Damage
+(3 to 5) to Assassin Skill Levels
1% Base Block Chance
Adds 150-250 Fire Damage
Adds 150-250 Lightning Damage
Adds 150-250 Cold Damage
+(14 to 20) to Crucify (Assassin Only)
Enhanced Weapon Damage -30%
Slow Target (15 to 25)%
+200% Enhanced Defense
Maximum Elemental Resists +1%
1% Reanimate as: Random Monster
Requirements +100%
Socketed (6)
is also a very good defensive choice, especially if you chose to put a bit less stats into VIT to pump up your DEX some more (to get more AR and block %)

Armor:
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
is really good, despite the minion damage being wasted. If you go for it, get a lot of minion life elsewhere (but you won't need any extra minion AR%).
Goetia Plate
Goetia Plate
Full Plate Mail (Sacred)

Defense: (8467 - 9339) to (10376 - 11445)
Required Level: 100
Required Strength: 640
Item Level: 120
+3 to All Skills
+1 to Maximum Necromancer Minions
+(151 to 200)% to Summoned Minion Life
+(51 to 75)% to Summoned Minion Damage
+(172 to 200)% Enhanced Defense
+100 Life Regenerated per Second
+750 to Life
+375 to Mana
-4 to Light Radius
Socketed (6)
would be the other very good choice, with the opposite advice : get minion AR% elsewhere, and don't worry too much about minion life

Helm:
Rathma's Blessing

Rathma's Blessing
Circlets

'OrtGlaThulGla'
Runeword Level: 100
+(2 to 3) to All Skills
+50% to Summoned Minion Life
+25% to Summoned Minion Damage
+50% to Summoned Minion Resistances
Lightning Resist +25%
Cold Resist +50%
+10 Cold Absorb
(15 to 20)% Magic Find
is amazing. If you can't,
Lavadome
Lavadome
Helm (4)

Defense: (78 - 89) to (115 - 131)
Required Level: 4
Required Strength: 39
Item Level: 7
+(0 to 1) to All Skills
+(41 to 60)% Enhanced Defense
+15 to Vitality
(3 to 5)% to Vitality
+(81 to 120) to Life
Fire Resist +(11 to 30)%
Socketed (1)
Defense: (300 - 334) to (391 - 435)
Required Level: 22
Required Strength: 57
Item Level: 25
+1 to All Skills
+(71 to 90)% Enhanced Defense
+30 to Vitality
(6 to 10)% to Vitality
+(121 to 160) to Life
Fire Resist +(31 to 50)%
Socketed (3)
Defense: (753 - 825) to (970 - 1062)
Required Level: 39
Required Strength: 120
Item Level: 46
+(1 to 2) to All Skills
+(101 to 120)% Enhanced Defense
+45 to Vitality
(11 to 15)% to Vitality
+(161 to 200) to Life
Fire Resist +(51 to 70)%
Socketed (4)
Defense: (1191 - 1290) to (1519 - 1645)
Required Level: 48
Required Strength: 250
Item Level: 81
+2 to All Skills
+(131 to 150)% Enhanced Defense
+60 to Vitality
(16 to 20)% to Vitality
+(201 to 240) to Life
Fire Resist +(71 to 90)%
Socketed (4)
+a lot of MO is still pretty good.

Gloves:
Kali
Kali
Gloves

'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Fire Splash on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
with a lot of MO is probably still best. Other choices include
Blackjade's Legacy
Blackjade's Legacy
Leather Gloves (Sacred)

Defense: 470 to 477
Required Level: 100
Required Strength:
227
Item Level: 105
Shadow Refuge: -1% to Enemy Fire and Lightning Resists per Base Level
+(0 to 2) to Assassin Skill Levels
+(100 to 250) to Life
+(50 to 150) Life on Melee Attack
Requirements -50%
Socketed (4)
(good life but high lvl, few MOs),
Mercy
Mercy
Gloves

'LewElq'
Runeword Level: 110
10% Chance to cast level 18 Punishers on Melee Attack
10% Combat Speeds
+(59 to 69) to Maximum Damage
+26 Defense
+(151 to 200) to Strength
(15 to 20)% to Vitality
(amazing stats),
Lorekeeper
Lorekeeper
Light Gauntlets (Sacred)

Defense: (1018 - 1179) to (1159 - 1342)
Required Level: 80
Required Strength:
272
Item Level: 120
+3 to All Skills
20% Combat Speeds
+(5 to 10) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)
(for its +3sk and firedance oskill to give some elemental spell damage bonus to bats)

Belt: Hardest slot, nothing really fits.
Lunar Eclipse
Lunar Eclipse
Light Belt (Sacred)

Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 490
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
for +2sk and a bit of life, or maybe a tankyness RW such as
Duress
Duress
Belts

'Thal'
Runeword Level: 100
7% Chance to cast Level 5 Lifespark on Death Blow when Below 50% Life
+1 to All Skills
15% Cast Speed
+(20 to 25)% to Physical/Magic Spell Damage
Slows Attacker by 10%
+(141 to 171)% Enhanced Defense
+(150 to 200) to Life
Maximum Mana +(6 to 10)%
Physical Resist 5%
Truce
Truce
Belts

'Jah'
Runeword Level: 80
5% Combat Speeds
Stun Attack
Slows Attacker by 5%
+(172 to 200)% Enhanced Defense
Physical Resist 10%
. Lastly, you could keep the Honorific Craft just to round up stats and such (with minion stuff, FHR and vit thats +100 req levels)

Boots: Tainted Shrine Craft. Because boots can roll +2 assassin skills, so it's best to go for a craft with +2sk, good movespeed and ideally life on top of that. If you're using
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
body, Make a Magical Shrine Craft instead, for the minion life. One craft + blessing will help a lot for what you're missing, be it minion AR% (try to get 250 or 300%+ and minion life (the more the better, aim for 15 to 25k minion life by balancing your %minion life bonuses and the Batstrike skill level).

Rings: +1 skill rings, any. Ideally with minion life or damage, or hp, or str/dex/vit (str and dex are requirements so it fine), or even mf%. MO with minion life and whatever else.

Amulet:
Locket of Dreams
Locket of Dreams
Amulet

Required Level: 100
Item Level: 105
+(2 to 3) to All Skills
+100 to Vitality
+(150 to 200) Life when Struck by an Enemy
25% Gold Find
+10 to Light Radius
+3/4 is our best in slot for the vit and +life when struck (one of our rare weaknesses is being overwhelmed by many physical attacking monsters at a time. We're extremely tanky except to this, so locket is an AMAZING survival tool for us). Any +3/4 skills amulet also works. Ideally with minion life or res, or hp or vit. MO with minion life and whatever else. Oskills worth mentionning would be Lightning Arena perhaps, but if it splits packs of monsters up, it might be a bit more safety for a bit less clear, so maybe not worth it? Feel free to test an comment !

On Switch: Only do this if you go for the "naginata switch" version of the build. If you do, use a
Zular Khan's Tempest
Zular Khan's Tempest
Halberd (Sacred)

Two-Hand Damage: 71 to 100
(Assassin Only)
Required Level: 100
Required Dexterity: 558
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
Area Effect Attack
10% Chance to cast level 1 Stormpike on Striking
Broadside Cooldown Reduced by 2 seconds
Adds 250-500 Fire Damage
Adds 250-500 Lightning Damage
-50% to Enemy Fire Resistance
-50% to Enemy Lightning Resistance
+(26 to 30) to Way of the Spider (Assassin Only)
+(26 to 30) to Way of the Gryphon (Assassin Only)
+(26 to 30) to Way of the Phoenix (Assassin Only)
+(51 to 100) Life after each Kill
Socketed (6)
. Not worth giving up many defenses for a crafted nagi unless it's GODLIKE (+10 all skills and tons ofgood defensive bonuses)

Be warned, it makes the somewhat-clunky summoning/resummoning a bit worse even, by changing "click click summon" into "click click switch summon switch".


Sockets:
A few Gems for resistances if still needed.
Then a few runes for +%minion AR or +%minion life, if you feel like one of those two is lacking. +%AR Amethysts in your weapon for yourself (as well as MOing with it), and once done, Perfect Rubies in the rest for +VIT. On items which are already high level, you could use the +6% vit enhanced runes, but that'll be expensive and make MOing harder for most items, so be careful. Perfect Rubies are level 18 req, very low, which is great. Even if this is lategame, we don't really use or need our defense score. Which means don't hesitate to use non-sacred gear with low level requirement for more MO space :)




Gameplay
[Same as mid-game. Advice for specific ubers in another section below]

Click click click. Go into melee, hit and hit with batstrike (dont stay clicking, click twice), and then normal attack to release the bats.
Now the smart thing to do, after summoning bats, is to immediately use batstrike twice again. That way, you can resummon anytime with just one normal attack. I use this and resummon every 20-25ish seconds, this way they're never out and you are safest. Between summoning I move around the fight, staying close for Anathema debuff and on strong bosses I also use Phase Bomb.
For ubers or dangerous bosses, I recommend going to another area, summon bats AND GET TWO CHARGES, then quickly go to the boss's portal/entrance. This way not only do you have bats for 10 to 20 seconds, you also have 2 charges to resummon anytime. This lets you go in and resummon easely when boss isnt doing any dangerous skill.
Lastly, when you start and don't have any charges, or lost your bats and charges, or messed up the charge system (happens A LOT early on, then you get used to it ! ), just wait on your mercenary to aggro something and hit that to charge up safely. This is why we want a merc as tanky as possible, so that he can play this sponge-tank role even on many bosses and ubers.





Mercenary
Merc is pretty important, not required but I heavely suggest getting one to tank stuff for you. You've got hp, so you "could" be tanking it all (i've done it when too lazy to buy merc back), but it's WAY MORE COMFORTABLE and enjoyeable with a tank. And thus... we have two needs.
First of all, tankyness, second, cc. But mostly a tanky sponge to take hits while we summon or re-summon. This leans heavely into the best tank : A2 Shapeshifter. On top of that he uses bloodlust to buff party. An attack speed buff such asA1 Ranger's Dark Power would be stronger, and perhaps we could use a Ranger once we get tanky enough (over 10k life and good phys res with 70% avoid, maybe), but I'd rather keep the Shapeshifter, as we don't lack damage too much.
As for gear, personally I went for a lot of CC and debuffing :
Sea Summoner
Sea Summoner
Trident (4)

Two-Hand Damage: (3 - 4) to (7 - 8)
Required Level: 3
Required Strength: 18
Required Dexterity: 29
Item Level: 4
Dexterity Damage Bonus: (0.15 per Dexterity)%
5% Chance to cast level 2 Glacial Nova on Melee Attack
Adds (3 to 5)-(5 to 7) Cold Damage
+(24 to 40)% Enhanced Damage
Slow Target (3 to 5)%
+(16 to 25) to Dexterity
+8 Life Regenerated per Second
(11 to 20)% Bonus to Defense
Socketed (2)
Two-Hand Damage: (14 - 15) to (25 - 28)
Required Level: 21
Required Strength: 39
Required Dexterity: 53
Item Level: 24
Dexterity Damage Bonus: (0.15 per Dexterity)%
6% Chance to cast level 6 Glacial Nova on Melee Attack
Adds (13 to 18)-(21 to 25) Cold Damage
+(58 to 75)% Enhanced Damage
Slow Target (9 to 11)%
+(36 to 45) to Dexterity
+10 Life Regenerated per Second
(21 to 30)% Bonus to Defense
Socketed (4)
Two-Hand Damage: (38 - 41) to (63 - 68)
Required Level: 40
Required Strength: 88
Required Dexterity: 114
Item Level: 44
Dexterity Damage Bonus: (0.15 per Dexterity)%
7% Chance to cast level 10 Glacial Nova on Melee Attack
Adds (51 to 70)-(81 to 100) Cold Damage
+(92 to 109)% Enhanced Damage
Slow Target (15 to 17)%
+(56 to 65) to Dexterity
+13 Life Regenerated per Second
(31 to 40)% Bonus to Defense
Socketed (5)
Two-Hand Damage: (50 - 54) to (83 - 90)
Required Level: 49
Required Strength: 180
Required Dexterity: 230
Item Level: 77
Dexterity Damage Bonus: (0.15 per Dexterity)%
8% Chance to cast level 12 Glacial Nova on Melee Attack
Adds (116 to 140)-(176 to 200) Cold Damage
+(109 to 126)% Enhanced Damage
Slow Target (18 to 20)%
+(66 to 75) to Dexterity
+15 Life Regenerated per Second
(41 to 50)% Bonus to Defense
Socketed (6)

Iceshell
Iceshell
Plate Mail (4)

Defense: (253 - 285) to (518 - 581)
Required Level: 6
Required Strength: 67
Item Level: 10
5% Chance to cast level 7 Ice Bolt Nova on Melee Attack
2% Chance to cast level 5 Glacial Nova when Attacked
15% Hit Recovery
Adds 10-15 Cold Damage
+(11 to 15)% to Cold Spell Damage
+(41 to 60)% Enhanced Defense
+(21 to 50) Defense
Maximum Cold Resist +1%
Socketed (2)
Defense: (802 - 880) to (1511 - 1657)
Required Level: 23
Required Strength: 99
Item Level: 27
6% Chance to cast level 14 Ice Bolt Nova on Melee Attack
3% Chance to cast level 15 Glacial Nova when Attacked
25% Hit Recovery
Adds 33-38 Cold Damage
+(16 to 20)% to Cold Spell Damage
+(71 to 90)% Enhanced Defense
+(101 to 200) Defense
Maximum Cold Resist +(1 to 2)%
Socketed (4)
Defense: (1867 - 2024) to (3345 - 3633)
Required Level: 42
Required Strength: 207
Item Level: 49
7% Chance to cast level 21 Ice Bolt Nova on Melee Attack
4% Chance to cast level 25 Glacial Nova when Attacked
35% Hit Recovery
Adds 65-75 Cold Damage
+(21 to 25)% to Cold Spell Damage
+(101 to 120)% Enhanced Defense
+(201 to 300) Defense
Maximum Cold Resist +2%
Socketed (5)
Defense: (3017 - 3231) to (5347 - 5737)
Required Level: 50
Required Strength: 429
Item Level: 84
8% Chance to cast level 28 Ice Bolt Nova on Melee Attack
4% Chance to cast level 30 Glacial Nova when Attacked
45% Hit Recovery
Adds 130-150 Cold Damage
+(26 to 30)% to Cold Spell Damage
+(141 to 160)% Enhanced Defense
+(301 to 400) Defense
Maximum Cold Resist +3%
Socketed (6)

Toorc's Gift
Toorc's Gift
Heavy Gloves (4)

Defense: (15 - 18) to (30 - 34)
Required Level: 3
Required Strength: 24
Item Level: 5
2% Chance to cast level 1 Glacial Nova on Melee Attack
5% Attack Speed
Stun Attack
+(12 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (129 - 143) to (160 - 177)
Required Level: 20
Required Strength: 35
Item Level: 24
3% Chance to cast level 2 Glacial Nova on Melee Attack
15% Attack Speed
Adds (11 to 15)-(16 to 25) Cold Damage
Stun Attack
+(47 to 63)% Enhanced Defense
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (376 - 409) to (448 - 488)
Required Level: 38
Required Strength: 74
Item Level: 44
4% Chance to cast level 3 Glacial Nova on Melee Attack
25% Attack Speed
Adds (36 to 45)-(46 to 63) Cold Damage
Stun Attack
+(81 to 97)% Enhanced Defense
Cold Resist +(31 to 35)%
Socketed (3)
Defense: (568 - 614) to (685 - 740)
Required Level: 46
Required Strength: 154
Item Level: 77
5% Chance to cast level 3 Glacial Nova on Melee Attack
30% Attack Speed
Adds (81 to 100)-(101 to 125) Cold Damage
Stun Attack
+(98 to 114)% Enhanced Defense
Cold Resist +(36 to 40)%
Socketed (4)

Bogspitter
Bogspitter
Helms

'BerUm'
Runeword Level: 78
20% Chance to cast level 11 Miasma on Melee Attack
+1 to All Skills
Adds 60-179 Poison Damage over 1 seconds
Slows Attacker by (10 to 15)%
+(115 to 143)% Enhanced Defense
Elemental Resists +10%









Ubers


[WARNING : UNFINISHED]
Preliminary notes : Play as usual.
Everything up to 115 easy. Cathedral of vanity slightly harder but with some damage and enough minion life, np

level 105

level 110

level 115
K3K :
Tran Athulea :


level 120
Quov Tsin : Easy, nothing to say.

Twin Seas : Easy, nothing to say.

Judgement Day : Actually was quite easy. Teleported on bosses, deleted each in sub-5seconds. Our good hp + avoid + simply using a potion kept me full life. The fact they die so quickly also means there arent too many edyrems either.

Kabraxis : Surprisingly very easy as a summonner :mrgreen: ! Not only do bats tank it like a chief, they absord projectiles and kill it quite fast.

Duncraig : Lots of dancing around barrels, but high hp and 70%dodge make it quite okay. Dense mob packs, bats kill easely.

Teganze : Easy and great for farming xp and essences. Our Anathema (-20% elem dmg from ennemies), melee devotion (-20% dmg taken), prismatic cloak (flat elemental DR) and avoid makes us litterally immortal here, as long as you have a potion up you can run into entire screens of monsters and resummon comfortably.

level 125

Astrogha : Not too easy. Blink on her with bats or better, get 2 charges, run to her summon on her and as soon as she summons a totem or tps away, blink away with your bats (good chances not to destroy totems). This isnt too easy, but its just a damage check for our build. If you have enough +levels, she will fall very quickly, so even if she often heals from totems, you'll definitely take her down.

Lord of Lies : Very easy, actually possible to farm fragments for it without it being a chore. Just run around and resummon, bats will kill everything and him included, your defenses/avoid makes you tanky enough

Xazax : Go in, summon, get out. Actually kind of annoying because of the sheer damage he does, on this one having high +%minion life (and maxed prismatic/perfect being) will help a lot. Minion life = they hit xaz for longer. Below 15k bat life it's probably impossible to do unless you have immense damage. Apart from this, our own defenses being so high, especially vs elemental spells, means its really not too difficult to go in, summon, get out and stay alive past the lock-in time. TLDR : gear/level check, and be patient/long fight

Vizjun : Rather easy to farm

Fauztinville : Easy, mobs die really quickly. If you don't have some %phys res or don't want to weave in Shadow Refuge here and there, monsters hurt a bit, but nothing our stacked defense layers cant handle (it's just a matter of using slightly more or less potions. See video section for example)

Bremmtown : Extremely easy, mobs die really quickly and are super-tight-packed, it's perfect for bats. Just make sure never to run out of bats AND charges, could get dangerous, so make sure to re-prep 2 charges after summoning and you'll be fine. (See video section for farming example)

level 130

Scosglen : Mobs are tanky, and I lack comparison points with other builds, but I feel it's going quite well. No problems killing or surviving. Same comments as other farm areas : low aoe so we dont farm super quick, but tough monsters are no problem to take down thanks to our high single target damage. Blinking on top of the Ethereals with bats kills them in a pair of seconds. We do take damage nonstop, so we need to chug potions though (small amounts of damage, very easy to control/mitigate with potions and/or apples, nothing dangerous but need to chug and sometimes restock potions in town :) ). Lastly, I'd say it's overall not worth it, as both xp and loot are inferior to multiplayer-fauztinville / vizjun / bremm, which we have no problems clearing (actually a bit faster then this) and brings a lot of xp/loot (thanks to being MP game with 4 to 6 players. Haven't tested the fully 8players game yet)






Credits and Closing Comments




Thanks to the modmakers and devs for the amazing work and of course even more importantly, for bringing the Bats alive again :bounce: !
Thanks to CircaG who's been hyped with me since 24hours before the league, theorycrafting and then playtesting it together, this dual adventure made the build and guide possible
Thanks for all the input and critics received in this topic which have helped me not only realise some crucial mistakes (at first I thought %minion damage would help, but the physical part of bat's damage is negligible), and help refine the gear section to something much better !
Thanks to the community for being awesome, not-toxic and mature !


Last words : Sexy leather-clad Batwoman all the way ! :mrgreen: :twisted: :mrgreen:




Edited by Neyhanis 2 months.
CircaG
Lava Lord
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Batwomen unite! Such a fun build!
Neyhanis
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Up, judgement day was easy
Kabraxis...with a summonner... was surprisingly super easy ! Did it 5 times all deathless, its pretty safe and quite fast
BunnyFuMaster
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I'm wondering if Tainted is the way to go here. From what I understand Minon damage only modifies there physical damage but with all the ways damage from the 200% modifier I wonder if the minion damage is adding much.
Neyhanis
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BunnyFuMaster wrote:I'm wondering if Tainted is the way to go here. From what I understand Minon damage only modifies there physical damage but with all the ways damage from the 200% modifier I wonder if the minion damage is adding much.


Arg, my bad what a huge mistake. This is worse then a mistake, there's a lot to change... on the GOOD NEWS side though, was it doing this much damage without any minion dmg stats? oh my... there's lots of space opened up ^^ lets go edit all that :mrgreen:
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Nitz
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On Switch:
Haven't used anything on switch yet. I don't suggest using Shamanka, we have a mercenary to buff anyways, but it's an option to rebuff for some ubers where merc dies.


Sin claws can spawn with +1-4 Bloodlust, so if anyone needs a cheap Shamanka just pick up random claws or shrine craft one.

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%
is great from the moment you can get it til you find a better shield. *Melee devotion blocks "Summon skeletal Flayer" -> damage vs survivability

Summon Skeletal Flayer and Bloodlust should affect our bats double, once from being summoned by you and once by being there.

---

The build is pretty strong (Killed Baal the moment I turned lvl 120 lol), I expect some nerfs so people go play it before it's too late. This one is pretty fun, at least something newish.
Edited by Nitz 2 months.
MrIdegen
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Hi there,


Nice build. I confirm you can do it without respec but just simply using Noctule / 3rd Batstrike until you switch to bats.

After switching to bats, clear and boss damage is good, needs some time to get used to the style but its not all that bad.

On the other hand, I do not see how do you have sustain if you do not use Vamp icon. That gurl symbol takes you to full in an instant if well placed, even at bosses.

Keep updating the guide as you progress, good to see some diversity! :)

Cheers
Neyhanis
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Definitely a bit clunky but very powerful ! I've taken it a bit further, deleting some ubers with incredible damage, and I think there will be nerfs coming yes :) Hopefully "rebalanced" as in less clunky (bats uptime or bats on 3rd strike not 2d maybe) and maybe a bit less damage.

Also about the bloodlust, well even if my merc gives it I'm not going to get any source of +bloodlust because it just does... nothing. I mean it buffs physical damage and elemental spell damage, and they do neither (elemental attack damage is what they do), so it'd only be a very slight increase.

I did realise that their AR is too low so i'm going back to using ONE tainted shrine crafted gear (boots), for +% minion AR (they have agood base with over 10k but need at least once decent +100%ish). This can also be avoided by using the Thelema RW for +4sk/huge AR. I hesitated a lot but ended up going for a Natasha's (+4sk and big +%damage res as physical is our weak point)
chubbzondubbz
Dark Huntress
12 | 1
I just came to give praise while improving my skill playing this build.

I'm excited for this build and am currently playing with it. As others have echoed, the difficulties is in just hitting twice with bat strike and then hitting a normal attack... it can get crazy in a tense scenario! No wonder you stack so many defenses :D. Or the timer for the skill to keep charges is 30s while the timer for bats is 30s... sometimes that'll catch you. May as well resummon bats frequently!

I do hope the QoL improves for this particular variant of assassin. The playstyle is pretty cool -- melee, summon, melee, summon, etc. It's a like having a melee wizard... no one expects it, but it works beautifully.
bodhe
Destroyer
6 | 2
Kudos to you for being able to stomach the playstyle. I league started this same idea and promptly rerolled upon switching to it at 80. Maybe I was a bit early, but just changing the "bat" portion of batstrike to the 3rd charge would make it so much more enjoyable to play.

Trying to keep track of, or even see the charges on a busy screen is so annoying. Clawsin using noctule is pretty awesome for leveling though.