ClawSin - ComfortSin from A to Z and beyond ! [SSF and many variants]

Find a handful of guides and walkthroughs here!
felix0808
Pit Knight
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Always wanted to test
Twin Terrors
Twin Terrors
Cestus (Sacred)

One-Hand Damage: (100 - 174) to (164 - 260)
(Assassin Only)
Required Level: 100
Required Dexterity: 349
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
While Dual Wielding This Weapon:
+100% Noctule Projectiles
Adds (10 to 60)-(70 to 140) Damage
5% Life stolen per Hit
+(120 to 180)% Enhanced Damage
Elemental Resists +(10 to 25)%
Socketed (3)
and finally did it. And it performs pretty well for a fun build. The setup is not optimal as always (-:, because i respec from another build. Also i have a quite high lvl and good charms, but still this is pretty cheap SU, and it shows decent result. In offhand better MO is life/mana on attack, because ed/ewd/max dmg/deadly strike/ar doesn't work.

Splargh
Grubber
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does the orange text from twin terrors only work when holding it in the main hand? Or also on offhand?
Istaryu
Harpylisk
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Splargh wrote:does the orange text from twin terrors only work when holding it in the main hand? Or also on offhand?


It literally says you have to dual wield it.
Splargh
Grubber
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aren't you dual wielding it, if you have it in one hand and another weapon in the other? You actually need two of them, one in each hand?
felix0808
Pit Knight
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I made a few showcase videos. One with physical setup and another with elemental, but the gear in both is practically same :D. Physical uses
Stonefist

Stonefist
Assassin Claws

'SilQor'
Runeword Level: 100
+5-10 Damage per Character Level Above 138
5% Chance to cast level 7 Thunder Wave on Melee Attack
+2 to Assassin Skill Levels
Adds 105-160 Damage
(10 to 15)% Life stolen per Hit
+200% Enhanced Damage
10% Deadly Strike
-50 to Dexterity
+(100 to 125) to Vitality
Physical Resist -5%
Cannot Be Frozen
+
Svalinn

Svalinn
Shields

'RhalLoOhn'
Runeword Level: 115
-1% to Enemy Elemental Resistances per 150 Dexterity
8% Chance to cast level 7 Life Spark when Blocking
1% Base Block Chance
15% Block Speed
20% Hit Recovery
+(151 to 200)% Enhanced Defense
+(30 to 40) to all Attributes
(15 to 20)% to Dexterity
+200 to Life
Fire Resist +(20 to 25)%
Lightning Resist +(20 to 25)%
Cold Resist +(20 to 25)%
Poison Resist +(20 to 25)%
Fire Absorb (3 to 5)%
Physical Resist 5%
, i also tested
The Doom Gong of Xiansai
The Doom Gong of Xiansai
Aspis (Sacred)

Defense: (3146 - 3539) to (3672 - 4131)
Chance to Block: 5%
(Assassin Only)
Required Level: 100
Required Strength: 550
Required Dexterity: 559
Item Level: 105
2% Chance to cast level 12 Thunder Slam on Melee Attack
1% Base Block Chance
Adds (10 to 40)-(50 to 100) Damage
(10 to 20)% Life stolen per Hit
+(140 to 170)% Enhanced Defense
20% to Dexterity
Socketed (4)
and
Judge

Judge
Assassin Claws

'FulRhal'
Runeword Level: 100
20% Chance to cast level 60 Forked Lightning on Melee Attack
18% Chance to cast level 14 Thunder Hammer on Striking
Adds 125-250 Lightning Damage
Stun Attack
-(10 to 15)% to Enemy Lightning Resistance
+(144 to 171)% Enhanced Damage
(21 to 30)% to Dexterity
Fire Resist +40%
Lightning Resist +75%
, but they are slighly weaker that the first counterparts. For elemental
Dark Maiden's Talons

Dark Maiden's Talons
Assassin Claws

'FulMhal'
Runeword Level: 110
Enemy Fire Resistance is Reduced by Lightning Pierce at 25% Efficiency
(75 to 125)% Bonus to Attack Rating
+750 Fire Damage
Adds 450-300 Lightning Damage
+(30 to 40)% to Fire Spell Damage
-(15 to 20)% to Enemy Elemental Resistances
(11 to 15)% to All Attributes
Maximum Lightning Resist +1%
+(150 to 200) Life on Melee Attack
+
Scorched Earth

Scorched Earth
Assassin Shields

'IgnTahaUn'
Runeword Level: 110
+25 Fire Damage per 100 Dexterity
10% Chance to cast level 59 Pentagram on Melee Attack
1% Base Block Chance
30% Block Speed
-(10 to 15)% to Enemy Fire Resistance
-(10 to 15)% to Enemy Lightning Resistance
-(10 to 15)% to Enemy Cold Resistance
-(10 to 15)% to Enemy Poison Resistance
Weapon Physical Damage -150%
+(172 to 200)% Enhanced Defense
+(41 to 50) to all Attributes
Maximum Fire Resist +1%
Elemental Resists +(15 to 25)%
. For the dmg perspective elemental is at least 30% stronger than phys, also pentagram is good aoe clear proc.
Twin Terrors
Twin Terrors
Cestus (Sacred)

One-Hand Damage: (100 - 174) to (164 - 260)
(Assassin Only)
Required Level: 100
Required Dexterity: 349
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
While Dual Wielding This Weapon:
+100% Noctule Projectiles
Adds (10 to 60)-(70 to 140) Damage
5% Life stolen per Hit
+(120 to 180)% Enhanced Damage
Elemental Resists +(10 to 25)%
Socketed (3)
dmg slighly weaker than elemental, and also have good aoe clearspeed, because of 2x projectiles. And pure phys has no advantages, doomHong rare stuns changes nothing.

I don't know how Sfp4 can do lab7/8 in phys build, my phys setup struggles even in 6 :D but elemental can clear 6 easily, while 7 is hard, need to fight for live with every pack of mobs. Maybe earthquake is much stronger than noctule?

So my conclusion, if i start a fresh run with claw assasin, i am going to get TwinTerrors and than switch to elemental, when i get runes for weapon and shield.







racerx
Stygian Watcher
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How does your clear speed compare to nagi sin
felix0808
Pit Knight
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racerx wrote:How does your clear speed compare to nagi sin

I haven't played naginata, so it's better to ask Lynderika, because he played both assasins. I have watched nagi skos and lab6 video and i would say nagi is better. The damage is same but nagi has better aoe, though requires to use more skills.


In terms of farming, claw can use spiralDance from
Hammerfist
Hammerfist
Gauntlets (Sacred)

Defense: (1227 - 1450) to (1436 - 1697)
Required Level: 100
Required Strength: 625
Item Level: 105
Adds (1 to 15)-(20 to 30) Damage
5% Life stolen per Hit
+(15 to 25) to Spiral Dance
5% Chance of Crushing Blow
Weapon Physical Damage +(30 to 60)%
+(120 to 160)% Enhanced Defense
Elemental Resists +15%
Socketed (4)
. It deals less dmg than noctule, but has better aoe, ideal for farming TA, fauzt.
Neyhanis
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To be fair, earthquake is amazing levels of good.
A bit inferior for static single target, better at everything else... I didn't expect it to be so good, and now I'm having a hard time playing without it.
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cnlnjzfjb
Horadric Mage
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Neyhanis wrote:To be fair, earthquake is amazing levels of good.
A bit inferior for static single target, better at everything else... I didn't expect it to be so good, and now I'm having a hard time playing without it.

Yeah, earthquake is good, everywhere except labs from my test(not as good as outside labs). It is a better and lazier AOE skill than all sin's own AOE ones (spells not included). The only thing is u need a relic to be able to play with it in late game.
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cnlnjzfjb
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From my test, these 3 late game clawsin build are good(much better than clawsins which mainly use her own skills):
1. Earthquake clawsin. Good everywhere except labs(same problem like earthquake barb, not good in labs). Noctule for single.

2. Cherubim clawsin. Good everywhere, either phys or ele are playable in late game. Labs doable. 5f speed with melee devotion(even anathema if go ele). Noctule for single.

3. Guard Tower clawsin. Newly reworked oskill in 2.2, really amazing and powerful with fortress together. Going phys is much better than ele in t10. Maybe the best late game clawsin build of all 3, but it needs 2 relics, so it costs the most in 3.