While stumbling around trying to relearn MXL in prep for sigma, I tried out leveling Assassin as Shuriken Flurry with surprising results. The changes were rather interesting and helped the build become arguably even better in Sigma. This build is most certainly not a high tier one still, but it's quite viable, with one of the fastest early games that I've played of any build -- and also farmed Fauzt fairly well on day 3 of the Sigma launch despite being quite budget and me not having as much game knowledge as I do now.
This guide is a Work in Progress. I'm trying to make it look pretty and easier to read, but it's hard, and I feel that the content is more important for now. Videos are also not here yet, but soon.
Pros:
- - Extremely budget endgame farmer
- Fast early game leveling with barely any AC's needed to make tiered uniques
- Fantastic P1 MF build endgame, even has decent MF in midgame
- Low CD teleport right from the get-go
- Great CC
- Don't have to worry about when you're sprinting since this build relies on avoidance
- High movespeed
- Doom is a great debuff for a lot of other builds which have some form of magic damage
Cons:
- - Not a top tier build. You will need to learn how to use your kit to the fullest.
- Literally 0 defense, reliant on avoid
- Rough mid-game, mainly around the 120 mark.
- Reliant on mercenary to help tank damage early on
- Reliant on Lightning Arena amulet OSkill to farm areas endgame.
- Skill switching that requires you to melee mobs for the effect
- Can not do all charms on 1 spec -- you will need to respec for a few of the 125+ charm
- Beacon's explosions are annoying to some people
- Trying to keep sprint always on will cause you to desync very quickly when on low stamina
- Doesn't farm P8 solo
Summary of build
Skills used
► Show Spoiler
Bloodbath -- Innate skill. Activated by meleeing an enemy. While active, heals us for 3% of our life whenever we kill an enemy. Also increases the flat damage reduction from Prismatic Cloak by 50% while active.
Shuriken Flurry -- Main damage ability. Throws out 15 stars around the spot which move outwards before seeking out an enemy to deal damage. Deals about 40% physical spell damage and 60% magic spell damage.
Psionic Storm -- Overhead AoE damage dealing Magic Spell Damage based off of your Energy. Only really used in a couple specific endgame fights, especially due to high mana cost.
Psionic Scream -- Situational CC ability that causes monsters around you to run away. Generally only needed in a couple endgame spots.
Singularity -- Physical spell dealing damage in an AoE over time, dealing more damage to targets in the center. Has a cooldown. Very useful against targets that aren't moving, does decent AoE damage early game.
Doom -- Curse which debuffs enemies' Magic Resistance and makes them take a flat amount of physical damage from being hit with a melee ability. Extremely useful for the Magic Resistance reduction, especially since it's one of the only sources of Magic Pierce in the game.
Blink -- Teleport skill that stuns most enemies in a small AoE around the target location. Very low cooldown even at 1 point. Stun duration scales with soft points, cooldown scales with hard points. Extremely useful both offensively and defensively.
Way of the Spider -- Prerequisite. Gives Poison Spell Damage.
Queen of Blades -- Prerequisite, but also a very useful buff. Sends out stars that deal a small amount of weapon damage every second. Allows easy application of slow target when it's needed in most situations.
Way of the Phoenix -- Prerequisite. Gives Fire Spell Damage.
Perfect Being -- Gives a ton of Dodge/Avoid/Evade, one of the key defensive skills of Assassin. Pretty much every single Assassin build maxes this, and this build is no exception.
Cluster Bomb -- Prerequisite. Lobs a bomb, dealing fire damage when it lands and leaving mines of shrapnel. Generally not used at all.
Electrofield sentry -- Prerequisite. Places a turret that deals lightning damage rapidly in a small aoe for a short time before doing a larger aoe of damage. Used for the Kabraxis Great Gems later.
Limpet Laser -- Prerequisite. Trap that attaches to a wall and fires cold damage lasers at nearby enemies, sometimes freezing them. Also can attach to nothing after flying a far enough distance. Useful for a couple ubers.
Fireball Sentry -- Prerequisite. Trap that fires fireballs at nearby enemies before firing a nova of fireballs at the end of its duration. Used for the Kabraxis Great Gems later.
Tiefling Form -- Long duration buff that gives +1 skills, flat life, dexterity, and energy factor -- at the cost of forcing us to 0 defense and removing the flat weapon damage from Way passives. Every stat this gives us is important and useful so we max this.
Prismatic Cloak -- Gives flat damage reduction to all damage types. Max this -- it's part of why assassin works even with it's low life pool. Scales mainly from hard points.
Beacon -- Buff which gives us movement speed, and every so often marks the ground for a Nuclear Launch which deals fire and poison damage in a large area, as well as stunning the enemies in the blast. Used mostly for the movement speed, though the stun effect can be really nice.
Backstab -- Prerequisite for Shadow Refuge.
Shadow Refuge -- Claw/Naginata skill which increases our physical resistance and movement speed after using it. One point wonder, massive for survival in endgame and part of why this works on a budget.
Shuriken Flurry -- Main damage ability. Throws out 15 stars around the spot which move outwards before seeking out an enemy to deal damage. Deals about 40% physical spell damage and 60% magic spell damage.
Psionic Storm -- Overhead AoE damage dealing Magic Spell Damage based off of your Energy. Only really used in a couple specific endgame fights, especially due to high mana cost.
Psionic Scream -- Situational CC ability that causes monsters around you to run away. Generally only needed in a couple endgame spots.
Singularity -- Physical spell dealing damage in an AoE over time, dealing more damage to targets in the center. Has a cooldown. Very useful against targets that aren't moving, does decent AoE damage early game.
Doom -- Curse which debuffs enemies' Magic Resistance and makes them take a flat amount of physical damage from being hit with a melee ability. Extremely useful for the Magic Resistance reduction, especially since it's one of the only sources of Magic Pierce in the game.
Blink -- Teleport skill that stuns most enemies in a small AoE around the target location. Very low cooldown even at 1 point. Stun duration scales with soft points, cooldown scales with hard points. Extremely useful both offensively and defensively.
Way of the Spider -- Prerequisite. Gives Poison Spell Damage.
Queen of Blades -- Prerequisite, but also a very useful buff. Sends out stars that deal a small amount of weapon damage every second. Allows easy application of slow target when it's needed in most situations.
Way of the Phoenix -- Prerequisite. Gives Fire Spell Damage.
Perfect Being -- Gives a ton of Dodge/Avoid/Evade, one of the key defensive skills of Assassin. Pretty much every single Assassin build maxes this, and this build is no exception.
Cluster Bomb -- Prerequisite. Lobs a bomb, dealing fire damage when it lands and leaving mines of shrapnel. Generally not used at all.
Electrofield sentry -- Prerequisite. Places a turret that deals lightning damage rapidly in a small aoe for a short time before doing a larger aoe of damage. Used for the Kabraxis Great Gems later.
Limpet Laser -- Prerequisite. Trap that attaches to a wall and fires cold damage lasers at nearby enemies, sometimes freezing them. Also can attach to nothing after flying a far enough distance. Useful for a couple ubers.
Fireball Sentry -- Prerequisite. Trap that fires fireballs at nearby enemies before firing a nova of fireballs at the end of its duration. Used for the Kabraxis Great Gems later.
Tiefling Form -- Long duration buff that gives +1 skills, flat life, dexterity, and energy factor -- at the cost of forcing us to 0 defense and removing the flat weapon damage from Way passives. Every stat this gives us is important and useful so we max this.
Prismatic Cloak -- Gives flat damage reduction to all damage types. Max this -- it's part of why assassin works even with it's low life pool. Scales mainly from hard points.
Beacon -- Buff which gives us movement speed, and every so often marks the ground for a Nuclear Launch which deals fire and poison damage in a large area, as well as stunning the enemies in the blast. Used mostly for the movement speed, though the stun effect can be really nice.
Backstab -- Prerequisite for Shadow Refuge.
Shadow Refuge -- Claw/Naginata skill which increases our physical resistance and movement speed after using it. One point wonder, massive for survival in endgame and part of why this works on a budget.
Early Game (1-105)
Skillplan
► Show Spoiler
Attributes:
Strength -- enough for gear (usually about 150-ish should be fine)
Dexterity -- none
Vitality -- none
Energy -- everything else
Notes: I put my first 30 or so levels into Energy, then about 10 levels into str, then back to energy for another 30, then str for 20. So a total of 150 in str, rest in energy. The most you should ever need in str untwinked is 175-180.
Skill Points:
All Prerequisites are 1 point unless otherwise specified.
Naginata Tree:
- 1 point Shadow Refuge
Martial Tree:
- 5 point Blink (do this sometime later)
- Max Perfect Being
Psionic Tree:
- Max Shuriken Flurry
- Max Doom
Bomb Tree:
- Max Tiefling Form
Rewards Tree:
- Max Prismatic Cloak
- 1 Point Beacon
Strength -- enough for gear (usually about 150-ish should be fine)
Dexterity -- none
Vitality -- none
Energy -- everything else
Notes: I put my first 30 or so levels into Energy, then about 10 levels into str, then back to energy for another 30, then str for 20. So a total of 150 in str, rest in energy. The most you should ever need in str untwinked is 175-180.
Skill Points:
All Prerequisites are 1 point unless otherwise specified.
Naginata Tree:
- 1 point Shadow Refuge
Martial Tree:
- 5 point Blink (do this sometime later)
- Max Perfect Being
Psionic Tree:
- Max Shuriken Flurry
- Max Doom
Bomb Tree:
- Max Tiefling Form
Rewards Tree:
- Max Prismatic Cloak
- 1 Point Beacon
Gear
► Show Spoiler
Main-Hand Weapon:
Off-hand weapon:
Helmet:
Body Armour:
Gloves:
Belt:
Boots:
Rings: Whatever you want. Phys/Magic spell damage/+1 skill for dmg, life/resists for defensives.
Amulet: Same as above. +skills with Lightning Arena oskill is highly recommended if you get it.
MO's:
Honorific: 5x Hit Recovery, 5x PMSD, 5x All Resistances.
Belt (moonwrap T4): 1x Hit Recovery, 5x PMSD
Helmet (all-seeing eye T4): 5x PMSD
Leave the rest open for later. This is a lot of gold to be spending, so just do it as you get it. You can add resists or more PMSD.
Note: PMSD is short for Physical/Magic Spell Damage
Sockets:
Runeword Fillers: Zod Crafted jewels if available - if not available, just random jewels are fine, replace later with Zod crafts.
All armour pieces (except T1 honorific): PGems for resists, Hel Runes for dmg if you don't need resists
TU weapon: Perfect Rubies or Diamonds. Rubies help with sustain (LaeK), Diamonds are damage.
Notes: Make sure you use the Documentation when upgrading tiered uniques to make sure you have the requirements for them.
Dawn
-> Dawn
Weapons
'Zol'
Runeword Level: 100
10% Chance to cast level 32 Celerity on Kill
45% Hit Recovery
(301 to 500)% Bonus to Attack Rating
+(172 to 200)% Enhanced Damage
75% to Strength
75% to Dexterity
35% to Vitality
75% to Energy
+80 to Mana
60% Gold Find
+(2 to 4) to Light Radius
Weapons
'Zol'
Runeword Level: 100
10% Chance to cast level 32 Celerity on Kill
45% Hit Recovery
(301 to 500)% Bonus to Attack Rating
+(172 to 200)% Enhanced Damage
75% to Strength
75% to Dexterity
35% to Vitality
75% to Energy
+80 to Mana
60% Gold Find
+(2 to 4) to Light Radius
Enyo
OR Spellgrip
-- Enyo is solid early and reanimate can be nice, but we will switch to spellgrip later anyways. You can switch early if you like.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)
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)
Off-hand weapon:
Dawn
-> Dawn
Weapons
'Zol'
Runeword Level: 100
10% Chance to cast level 32 Celerity on Kill
45% Hit Recovery
(301 to 500)% Bonus to Attack Rating
+(172 to 200)% Enhanced Damage
75% to Strength
75% to Dexterity
35% to Vitality
75% to Energy
+80 to Mana
60% Gold Find
+(2 to 4) to Light Radius
Weapons
'Zol'
Runeword Level: 100
10% Chance to cast level 32 Celerity on Kill
45% Hit Recovery
(301 to 500)% Bonus to Attack Rating
+(172 to 200)% Enhanced Damage
75% to Strength
75% to Dexterity
35% to Vitality
75% to Energy
+80 to Mana
60% Gold Find
+(2 to 4) to Light Radius
Azrael
-- Cast speed, LaEK, Life, and Res. Fantastic claw for leveling, especially on a character with a low life pool. Notes on how offhands work will be included in the FAQHelmet:
Summit
-> The Allseeing Eye
-- You likely aren't ever replacing this helmet. Make this by the end of normal or early nightmare, T3 at least.The Allseeing Eye
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Body Armour:
Griswold's Heart
-- don't try to uptier this with recipe. Grab it in each difficulty off Griswold.Gloves:
Iblis
-> Honorific T1 Leather Gloves -- Nothing really to use here. Don't socket honorific T1 gloves with anything.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
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
Belt:
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
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
Moonwrap
-- resists into great dmg + cast speed + resists. Very low requirements, don't hesitate on making this T4 asap.Moonwrap
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Boots:
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)%
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)%
Megalith
-- Epicenter in decent movespeed boots for %life. Megalith should be in T4 Boots ideally with at least 35 Movement Speed.Megalith
Boots
'LoFal'
Runeword Level: 73
+1 to All Skills
25% Cast Speed
15% Block Speed
+(115 to 143)% Enhanced Defense
+(10 to 20) to all Attributes
5% to Dexterity
Regenerate Mana +30%
Physical Resist 5%
Boots
'LoFal'
Runeword Level: 73
+1 to All Skills
25% Cast Speed
15% Block Speed
+(115 to 143)% Enhanced Defense
+(10 to 20) to all Attributes
5% to Dexterity
Regenerate Mana +30%
Physical Resist 5%
Rings: Whatever you want. Phys/Magic spell damage/+1 skill for dmg, life/resists for defensives.
Amulet: Same as above. +skills with Lightning Arena oskill is highly recommended if you get it.
MO's:
Honorific: 5x Hit Recovery, 5x PMSD, 5x All Resistances.
Belt (moonwrap T4): 1x Hit Recovery, 5x PMSD
Helmet (all-seeing eye T4): 5x PMSD
Leave the rest open for later. This is a lot of gold to be spending, so just do it as you get it. You can add resists or more PMSD.
Note: PMSD is short for Physical/Magic Spell Damage
Sockets:
Runeword Fillers: Zod Crafted jewels if available - if not available, just random jewels are fine, replace later with Zod crafts.
All armour pieces (except T1 honorific): PGems for resists, Hel Runes for dmg if you don't need resists
TU weapon: Perfect Rubies or Diamonds. Rubies help with sustain (LaeK), Diamonds are damage.
Notes: Make sure you use the Documentation when upgrading tiered uniques to make sure you have the requirements for them.
Mercenary
► Show Spoiler
Mercenary is a key for this build as it helps us stay alive. We don't need to worry about his gear too much at this point though. All Mercs will need 25% res to cap in nightmare and 75% res to cap in hell.
For the early game, we will use a Shapeshifter mercenary from Act 2. You can choose differently, but it's personally the best one that I've found for early game, and the Bloodlust it casts every so often is very nice until we get our own. The damage it does is not amazing, but Shuriken doesn't need it at this point.
Act 2 Shapeshifter Mercenary:
Weapon: Random rare spear ->
Belt:
Chest: Random rare ->
Boots: Anything with high movement speed.
Everything else: Random rares.
For the early game, we will use a Shapeshifter mercenary from Act 2. You can choose differently, but it's personally the best one that I've found for early game, and the Bloodlust it casts every so often is very nice until we get our own. The damage it does is not amazing, but Shuriken doesn't need it at this point.
Act 2 Shapeshifter Mercenary:
Weapon: Random rare spear ->
Void
or Void
Weapons
'Sur'
Runeword Level: 75
Adds 7-13 Damage
+(58 to 72)% Enhanced Damage
Slow Target 20%
Regenerate Mana +15%
Cold Resist +40%
Physical Damage Reduced by (11 to 15)
+(3 to 5) Mana on Striking
2% Reanimate as: Random Monster
Weapons
'Sur'
Runeword Level: 75
Adds 7-13 Damage
+(58 to 72)% Enhanced Damage
Slow Target 20%
Regenerate Mana +15%
Cold Resist +40%
Physical Damage Reduced by (11 to 15)
+(3 to 5) Mana on Striking
2% Reanimate as: Random Monster
Enyo
Belt:
Rainbow
-- Easy res, bit of max damage, and easy to acquire rune.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
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
Chest: Random rare ->
Griswold's Heart
from Nightmare/Hell.Boots: Anything with high movement speed.
Epicenter
are ideal.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)%
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)%
Everything else: Random rares.
Gameplay
► Show Spoiler
Act 1
Welcome to the Assassin. Before we get started, drop or vendor your shield immediately and use your gold signet. Check vendors for any claws that are normal with 1 socket and get 1 or 2 of them. Get 1 open socket normal gloves/helmet/belt if they're available as well. Bind your Bloodbath to a key as well as your Town Portal, go out of town, and smack some stuff until you hit level 2, then put a point into Shuriken, bind it to a key, and start using it to kill mobs. Beware of Skill shrines -- they will raise the mana cost of Shuriken so high that you will barely be able to cast!
If you don't get the items you were checking the vendor for, just come back later and check again. You can also just have them drop.
Make sure you are picking up potions, as this character will need plenty of gold and you don't want to be spending on potions all the time. Do your quests as you normally would, and make sure to make backup town portals frequently in case of death. Going out of your way to pick up gold isn't a terrible idea when it drops. Make sure to grab Griswold's chest while saving Cain as you'll be using that.
Also make sure you are picking up jewels, runes, gems, amulets, and rings. Amulets and rings are just to find things useful -- generally just resistances at this point, though cast speed can help.
Tip: Grabbing Waypoints in act 1 can be nice as many spawn with shrines next to them. If you find a stamina shrine, be sure to frequently go back to it to pick it up - they respawn after ~10 minutes and give you ~5 minutes of infinite sprint. I usually check Cold Plains, Stony Fields, Dark Woods, and Black Marsh in new games for this shrine being near a waypoint
You should be looking out for any boots for movement speed. They will be too expensive to buy early. Keep searching for normal boots with movespeed for runeword later. 20 movement speed will probably be the highest you get early that you can use. You don't need to keep picking up boots once you and your merc have them.
Once your level 11 or higher, make sure you are making runewords with the runes you get. The level requirement of the rune you are using will determine the level requirement of the item. Note that if the item has more than 1 socket, you will need jewels (NOT GEMS) socketed before the rune to use it.
After that, everything should be straight forward for a while. Be sure to kill the Smith for the Catalyst of Disenchantment. Any Tiered Uniques that we can't use (most of them) will be thrown in the cube with this for Arcane Crystal shards to make/upgrade tiered uniques later.
Once you have Singularity available at level 18, put that on a key. It's an amazing single target against immobile targets, though also costs a lot of mana. Also covers decent AoE and does enough damage early to be notable for AoE.
Act 2
Not much new here. Pick up a Shapeshifter mercenary and try not to die as you are much more likely to die than your merc is. Using Blink to reposition him in front of you to tank for you is VERY nice. Pick up random gear for him to help him stay alive. Tip: You can simply drop gear on the merc's portrait in the top left to equip it on him. He can use spears, scythes, and even javelins as long as they are not class specific.
You should be trying to upgrade your gems whenever possible. 2 normal turn into flawless and similar to perfect
Immediately pick up Perfect Being, Doom, and Tiefling Form when you have them available. Tiefling Form is a buff that will give us life, dex, energy factor, and +1 skills. If you need the dex to equip certain items that you're using, weapon swap twice after casting it.
When doing Maggot Lair, blinking through will help. You'll immediately notice that Shuriken Flurry is REALLY bad in tight areas like this, and Singularity will probably perform better in here to kill things. Hitting things with Bloodbath once in a while can also be massive here because some of the mobs can debuff you with a curse that makes potions not work.
Everything else is pretty simple. When you go in to fight Duriel, let your Merc tank for you, cast Doom, Singularity, and Shuriken flurry. It should be a very fast fight.
Act 3
Welcome to where the game gets real and starts trying to destroy you. Other than doing the quests (highly important to get that 20 hp and +5 stats!) there's not much else other than try not to die. Without a merc you'll probably notice the game is a lot harder having everything focus on you.
Once you hit level 30, investing into strength instead of energy for a bit is very nice to prepare for upgrades. I usually put about 50 points into strength at this point before investing into energy again.
At this point, you should really start focusing on searching for a T2 sash and a T2 Coronet. You'll need these for later if you want to make tiered uniques. Also look out for runes, as a lot of the better ones that we'll be using for leveling will start dropping. If you get a rune higher than the one you need for a runeword, just downgrade it in the cube. Cubing a rune by itself will downgrade it.
Grabbing the Durance level 2 waypoint will help if you want to farm Mephisto later for crystals to make Tiered Uniques, or if you want to make them immediately.
For Mephisto, we don't hold back. Teleport on top of him, cast Singularity and a couple Shuriken Flurries before hitting him with Shadow Refuge and Bloodbath. The adds he spawns should heal you decently as well as using a potion, and Singularity should also do tons of damage. He will die very fast.
Act 4
A fairly short act, but this one can be spooky. You won't have Pul claw at this point (requires level 45) so you may want to socket 2 bloodstones in your chest -- or 1 bloodstone and 1 onyx. Be sure to kill Izual for the skill point and slowly make your way forward through River of Flame. Never assume you're safe, some of the mobs here hit very hard. You do not need to kill Hephasto and break the Soulstone -- the loot is still the same as vanilla D2 and thus very irrelevant in MXL.
By this point you should be able to make Enyo in your mainhand with a Dol rune. This is a weird weapon for caster until you notice the 20% energy and strength. The reanimate helps too. Don't worry about the offhand, as the reanimates won't work there.
Some of the mobs here are very nasty so be aware of that. Invisible firebloods would love to ruin your day, and ash trolls will punch you in the face with death. This is a very quick act though. Diablo should mostly focus your merc, but be careful when he dies before looting, as sometimes mobs will spawn after his death.
At this point you should nearly have enough crystals to make a tiered unique. Sash will give you cast speed + damage, Coronet will give you damage. Cube one of them with 2 arcane crystals + oil of enhancement (blue oil) to make it. Personally, as weird as it sounds, I would make the helmet -- but the sash is better. You can get a T3 sash in Tran Athulua later though, which helps save a crystal, though it doesn't take long to farm an extra.
Act 5
At this point you'll really want to try to get your Pul claw as soon as possible. If you've been unlucky, you may want to farm Mephisto a bit or just make a Hel rune claw until you get a Pul or higher rune.
Shenk will drop a Mark of Infusion. Pick this up and go back to town to use with blue tier 1 leather gloves. If you don't have any, check the vendors for them. Once you have them, cube the gloves with 5 Hit Recovery mystic orbs from the vendor. This will help substantially with our survivability. If you have extra gold you can opt to add Physical/Magic Spell Damage to the gloves as well.
Save Anya in the Crystalline Passage sidezone Frozen River to get the Scroll of Resistances. We will need this later, don't worry about it right now.
The rest is straight forward, but be careful, some of the mobs hit very hard. Baal waves are easy enough.
On the Infernal Contraption dying, it will create a Red Portal into Tran Athulua for your first and only level challenge. You will need to get the 3 sunstones and cube them together to make the sunstone. Beware that the mobs here will hurt if you try to take too much at a time. If you haven't made your TU Sash, look out for a tier 3 sash here as it can drop.
Once you have the 3 sunstones, cube them together to make your sunstone. Cube the sunstone with the scroll of resistances you got from saving Anya earlier for more resistances. If making the sunstone doesn't work, you aren't level 50 or you're over level 60. Being under level 50 means you just need to wait until you're level 50 to 59 to do this. Being level 60+ means you need to add 2 arcane crystals, 70+ is 4, 80+ is 6 etc.
Killing Baal at this point is fairly easy. He will make some black spots on the ground, don't be near those when they go off and it should be easy enough.
At this point, you can either move to the next act, or work on farming crystals to upgrade your tiered uniques. Farming either Mephisto or Nihlathak for uniques to disenchant is good for this. I would recommend getting your Moonwrap Sash and upgrading it to T4, as well as Allseeing Eye Coronet and upgrading it to T3. Once you have Moonwrap T4, put 1 Hit recovery MO on it to get yourself to 86 Hit Recovery. To upgrade a tiered unique, cube it with an arcane crystal and a rune -- DO NOT FORGET THE RUNE!
Nightmare
Everything is pretty similar. You should start getting used to using shadow refuge + bloodbath once in a while, although don't overuse it -- the knowledge of when you're safe to use it comes with experience. Be sure to kill Griswold again to get another chest, unsocket anything from the old chest, and use the new chest's sockets to add gems for resists. Don't forget to add gems for resists in your helmet and belt as well if you need them. Hel runes will give damage if you don't need resists.
At level 70 you should start speccing some points into strength again. Another 100 should set you up nicely for whats to come.
As you get gold, MO'ing Physical/Magic Spell Damage on things like your Moonwrap is good. Resistances on your Honorific Gloves will help prepare for Hell.
At act 3, one thing will be different. When you kill Mephisto, he will drop a red portal into K3K for your class charm. Before doing this, drop a portal, then go to act 4, waypoint back to act 3, and take your portal back to mephisto -- otherwise it's a long run back. K3K will have 3 necromancers in the top right of the map. This area is fantastic to farm entirely once but you only need 1 heroic torch to cube for your class charm. Feel free to farm it to your fullest to look for runes and items though, but you shouldn't need to do more than 1 run of this for any reason.
Items you should be looking for: Sacred Flamberge, a decent sacred chest, any rarity claws (always pick these up and look for bloodlust oskill), a t4 claw to use for runeword later, t4 boots for runeword later. Any runes Zod or higher can be useful.
Once you hit level 90, be sure to spec points in Prismatic Cloak and put 1 point in Beacon. Beacon will give us a ton of movement speed and everything will start being way faster. Reroll some t4 boots until you get 30+ movespeed and make Megalith (if you have additional sockets, Zod craft some jewels - Jewel, Zod rune, arcane crystal shards, and oil of craft).
Nightmare ancients is the first place you'll have a problem. Try to get them to attack your mercenary or you're gonna have a bad time. They hit VERY hard. Once the 2 melee guys are dead the last should be easy enough.
If you find a claw with Bloodlust oskill on it, keep it and put it in offhand. Weapon Swap to buff with Bloodlust every so often for more damage before swapping back to mainhand.
Nightmare Baal shouldn't be too hard for us, especially if the merc is alive. He can kill us fast, but even if we die, we have more than enough damage to kill him before the timer.
Before going to Hell, it's time to do your Evil Eyes.
Make new games on Nightmare and search for the eyes in these zones.
Act 1 (Clawstorm): Jail level 1-3
Act 2 (Fairy Witch): Canyon of the Magi
Act 3 (Glowing Blob): Travincial, Durance 1, Durance 2 -- Good idea to kill Mephisto for more crystals while you hunt these
Act 4 (Landmass): River of Flame, Plains of Despair
Act 5 (Bane Hunter): Floor 1-3 of Worldstone
In Hell it's just progressing as normal until you hit 105.
Welcome to the Assassin. Before we get started, drop or vendor your shield immediately and use your gold signet. Check vendors for any claws that are normal with 1 socket and get 1 or 2 of them. Get 1 open socket normal gloves/helmet/belt if they're available as well. Bind your Bloodbath to a key as well as your Town Portal, go out of town, and smack some stuff until you hit level 2, then put a point into Shuriken, bind it to a key, and start using it to kill mobs. Beware of Skill shrines -- they will raise the mana cost of Shuriken so high that you will barely be able to cast!
If you don't get the items you were checking the vendor for, just come back later and check again. You can also just have them drop.
Make sure you are picking up potions, as this character will need plenty of gold and you don't want to be spending on potions all the time. Do your quests as you normally would, and make sure to make backup town portals frequently in case of death. Going out of your way to pick up gold isn't a terrible idea when it drops. Make sure to grab Griswold's chest while saving Cain as you'll be using that.
Also make sure you are picking up jewels, runes, gems, amulets, and rings. Amulets and rings are just to find things useful -- generally just resistances at this point, though cast speed can help.
Tip: Grabbing Waypoints in act 1 can be nice as many spawn with shrines next to them. If you find a stamina shrine, be sure to frequently go back to it to pick it up - they respawn after ~10 minutes and give you ~5 minutes of infinite sprint. I usually check Cold Plains, Stony Fields, Dark Woods, and Black Marsh in new games for this shrine being near a waypoint
You should be looking out for any boots for movement speed. They will be too expensive to buy early. Keep searching for normal boots with movespeed for runeword later. 20 movement speed will probably be the highest you get early that you can use. You don't need to keep picking up boots once you and your merc have them.
Once your level 11 or higher, make sure you are making runewords with the runes you get. The level requirement of the rune you are using will determine the level requirement of the item. Note that if the item has more than 1 socket, you will need jewels (NOT GEMS) socketed before the rune to use it.
Rainbow
should be a high priority.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
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
After that, everything should be straight forward for a while. Be sure to kill the Smith for the Catalyst of Disenchantment. Any Tiered Uniques that we can't use (most of them) will be thrown in the cube with this for Arcane Crystal shards to make/upgrade tiered uniques later.
Once you have Singularity available at level 18, put that on a key. It's an amazing single target against immobile targets, though also costs a lot of mana. Also covers decent AoE and does enough damage early to be notable for AoE.
Act 2
Not much new here. Pick up a Shapeshifter mercenary and try not to die as you are much more likely to die than your merc is. Using Blink to reposition him in front of you to tank for you is VERY nice. Pick up random gear for him to help him stay alive. Tip: You can simply drop gear on the merc's portrait in the top left to equip it on him. He can use spears, scythes, and even javelins as long as they are not class specific.
You should be trying to upgrade your gems whenever possible. 2 normal turn into flawless and similar to perfect
Immediately pick up Perfect Being, Doom, and Tiefling Form when you have them available. Tiefling Form is a buff that will give us life, dex, energy factor, and +1 skills. If you need the dex to equip certain items that you're using, weapon swap twice after casting it.
When doing Maggot Lair, blinking through will help. You'll immediately notice that Shuriken Flurry is REALLY bad in tight areas like this, and Singularity will probably perform better in here to kill things. Hitting things with Bloodbath once in a while can also be massive here because some of the mobs can debuff you with a curse that makes potions not work.
Everything else is pretty simple. When you go in to fight Duriel, let your Merc tank for you, cast Doom, Singularity, and Shuriken flurry. It should be a very fast fight.
Act 3
Welcome to where the game gets real and starts trying to destroy you. Other than doing the quests (highly important to get that 20 hp and +5 stats!) there's not much else other than try not to die. Without a merc you'll probably notice the game is a lot harder having everything focus on you.
Once you hit level 30, investing into strength instead of energy for a bit is very nice to prepare for upgrades. I usually put about 50 points into strength at this point before investing into energy again.
At this point, you should really start focusing on searching for a T2 sash and a T2 Coronet. You'll need these for later if you want to make tiered uniques. Also look out for runes, as a lot of the better ones that we'll be using for leveling will start dropping. If you get a rune higher than the one you need for a runeword, just downgrade it in the cube. Cubing a rune by itself will downgrade it.
Grabbing the Durance level 2 waypoint will help if you want to farm Mephisto later for crystals to make Tiered Uniques, or if you want to make them immediately.
For Mephisto, we don't hold back. Teleport on top of him, cast Singularity and a couple Shuriken Flurries before hitting him with Shadow Refuge and Bloodbath. The adds he spawns should heal you decently as well as using a potion, and Singularity should also do tons of damage. He will die very fast.
Act 4
A fairly short act, but this one can be spooky. You won't have Pul claw at this point (requires level 45) so you may want to socket 2 bloodstones in your chest -- or 1 bloodstone and 1 onyx. Be sure to kill Izual for the skill point and slowly make your way forward through River of Flame. Never assume you're safe, some of the mobs here hit very hard. You do not need to kill Hephasto and break the Soulstone -- the loot is still the same as vanilla D2 and thus very irrelevant in MXL.
By this point you should be able to make Enyo in your mainhand with a Dol rune. This is a weird weapon for caster until you notice the 20% energy and strength. The reanimate helps too. Don't worry about the offhand, as the reanimates won't work there.
Some of the mobs here are very nasty so be aware of that. Invisible firebloods would love to ruin your day, and ash trolls will punch you in the face with death. This is a very quick act though. Diablo should mostly focus your merc, but be careful when he dies before looting, as sometimes mobs will spawn after his death.
At this point you should nearly have enough crystals to make a tiered unique. Sash will give you cast speed + damage, Coronet will give you damage. Cube one of them with 2 arcane crystals + oil of enhancement (blue oil) to make it. Personally, as weird as it sounds, I would make the helmet -- but the sash is better. You can get a T3 sash in Tran Athulua later though, which helps save a crystal, though it doesn't take long to farm an extra.
Act 5
At this point you'll really want to try to get your Pul claw as soon as possible. If you've been unlucky, you may want to farm Mephisto a bit or just make a Hel rune claw until you get a Pul or higher rune.
Shenk will drop a Mark of Infusion. Pick this up and go back to town to use with blue tier 1 leather gloves. If you don't have any, check the vendors for them. Once you have them, cube the gloves with 5 Hit Recovery mystic orbs from the vendor. This will help substantially with our survivability. If you have extra gold you can opt to add Physical/Magic Spell Damage to the gloves as well.
Save Anya in the Crystalline Passage sidezone Frozen River to get the Scroll of Resistances. We will need this later, don't worry about it right now.
The rest is straight forward, but be careful, some of the mobs hit very hard. Baal waves are easy enough.
On the Infernal Contraption dying, it will create a Red Portal into Tran Athulua for your first and only level challenge. You will need to get the 3 sunstones and cube them together to make the sunstone. Beware that the mobs here will hurt if you try to take too much at a time. If you haven't made your TU Sash, look out for a tier 3 sash here as it can drop.
Once you have the 3 sunstones, cube them together to make your sunstone. Cube the sunstone with the scroll of resistances you got from saving Anya earlier for more resistances. If making the sunstone doesn't work, you aren't level 50 or you're over level 60. Being under level 50 means you just need to wait until you're level 50 to 59 to do this. Being level 60+ means you need to add 2 arcane crystals, 70+ is 4, 80+ is 6 etc.
Killing Baal at this point is fairly easy. He will make some black spots on the ground, don't be near those when they go off and it should be easy enough.
At this point, you can either move to the next act, or work on farming crystals to upgrade your tiered uniques. Farming either Mephisto or Nihlathak for uniques to disenchant is good for this. I would recommend getting your Moonwrap Sash and upgrading it to T4, as well as Allseeing Eye Coronet and upgrading it to T3. Once you have Moonwrap T4, put 1 Hit recovery MO on it to get yourself to 86 Hit Recovery. To upgrade a tiered unique, cube it with an arcane crystal and a rune -- DO NOT FORGET THE RUNE!
Nightmare
Everything is pretty similar. You should start getting used to using shadow refuge + bloodbath once in a while, although don't overuse it -- the knowledge of when you're safe to use it comes with experience. Be sure to kill Griswold again to get another chest, unsocket anything from the old chest, and use the new chest's sockets to add gems for resists. Don't forget to add gems for resists in your helmet and belt as well if you need them. Hel runes will give damage if you don't need resists.
At level 70 you should start speccing some points into strength again. Another 100 should set you up nicely for whats to come.
As you get gold, MO'ing Physical/Magic Spell Damage on things like your Moonwrap is good. Resistances on your Honorific Gloves will help prepare for Hell.
At act 3, one thing will be different. When you kill Mephisto, he will drop a red portal into K3K for your class charm. Before doing this, drop a portal, then go to act 4, waypoint back to act 3, and take your portal back to mephisto -- otherwise it's a long run back. K3K will have 3 necromancers in the top right of the map. This area is fantastic to farm entirely once but you only need 1 heroic torch to cube for your class charm. Feel free to farm it to your fullest to look for runes and items though, but you shouldn't need to do more than 1 run of this for any reason.
Items you should be looking for: Sacred Flamberge, a decent sacred chest, any rarity claws (always pick these up and look for bloodlust oskill), a t4 claw to use for runeword later, t4 boots for runeword later. Any runes Zod or higher can be useful.
Once you hit level 90, be sure to spec points in Prismatic Cloak and put 1 point in Beacon. Beacon will give us a ton of movement speed and everything will start being way faster. Reroll some t4 boots until you get 30+ movespeed and make Megalith (if you have additional sockets, Zod craft some jewels - Jewel, Zod rune, arcane crystal shards, and oil of craft).
Nightmare ancients is the first place you'll have a problem. Try to get them to attack your mercenary or you're gonna have a bad time. They hit VERY hard. Once the 2 melee guys are dead the last should be easy enough.
If you find a claw with Bloodlust oskill on it, keep it and put it in offhand. Weapon Swap to buff with Bloodlust every so often for more damage before swapping back to mainhand.
Nightmare Baal shouldn't be too hard for us, especially if the merc is alive. He can kill us fast, but even if we die, we have more than enough damage to kill him before the timer.
Before going to Hell, it's time to do your Evil Eyes.
Make new games on Nightmare and search for the eyes in these zones.
Act 1 (Clawstorm): Jail level 1-3
Act 2 (Fairy Witch): Canyon of the Magi
Act 3 (Glowing Blob): Travincial, Durance 1, Durance 2 -- Good idea to kill Mephisto for more crystals while you hunt these
Act 4 (Landmass): River of Flame, Plains of Despair
Act 5 (Bane Hunter): Floor 1-3 of Worldstone
In Hell it's just progressing as normal until you hit 105.
Mid Game (Level 105-125)
Welcome to the real game if you've made it this far. Good luck getting through this section. A lot of deaths are ahead, and it all gets even harder once you hit 120. Keep your cool and try to learn how to solve any of the issues you're having instead of immediately raging and saying "that's bullshit that's not my fault!"
Skillplan
► Show Spoiler
Nothing really new to see here.
Attributes:
Strength -- enough for gear (150-175 should be the most you need)
Dexterity -- none
Vitality -- none
Energy -- everything else
Skill Points:
All Prerequisites are 1 point unless otherwise specified.
Naginata Tree:
- 1 point Shadow Refuge
Martial Tree:
- 5 point Blink
- Max Perfect Being
Psionic Tree:
- Max Shuriken Flurry
- Max Doom
Bomb Tree:
- Max Tiefling Form
Rewards Tree:
- Max Prismatic Cloak
- 1 Point Beacon
Attributes:
Strength -- enough for gear (150-175 should be the most you need)
Dexterity -- none
Vitality -- none
Energy -- everything else
Skill Points:
All Prerequisites are 1 point unless otherwise specified.
Naginata Tree:
- 1 point Shadow Refuge
Martial Tree:
- 5 point Blink
- Max Perfect Being
Psionic Tree:
- Max Shuriken Flurry
- Max Doom
Bomb Tree:
- Max Tiefling Form
Rewards Tree:
- Max Prismatic Cloak
- 1 Point Beacon
Gear
► Show Spoiler
Main-Hand Weapon:
Off-hand weapon:
Helmet:
Body Armour:
Gloves: Honorific T1 Leather Gloves -> Enchanted craft sacred Leather Gloves.
Belt:
Boots:
Rings: +1 Skills, Physical/Magic spell damage. Additional stats (like magic find or reanimates) are nice
Amulet: +3 Skills, Lightning Arena, Physical/magic spell damage. -- make sure you have a lightning arena amulet around, it's immensely useful to help our defensives and our DPS.
Weapon Swap: 2 claws with Bloodlust oskill, socketed with Nih Runes -- use this to buff regularly for more damage. Alternatively, replace 1 claw with
MO's:
Spellgrip: 5x LaeK, 5x PMSD, 5x Magic Find.
Honorific: 5x Hit Recovery, 5x PMSD, 5x All Resistances, 5x Magic Find, strength if you need it.
TU Belt: 5x PMSD, 5x Resists, Magic find -- be careful on level requirement for later, as it will go up from jewels
TU Helmet: 5x PMSD, 5x Resists, Magic Find -- be careful on level requirement for later, as it will go up from jewels
Rings + Amulet: 5x PMSD. Rest is choosing between Mana Regen, Magic Find, and Phys Damage Reduction. Having multiple rings helps if you can. The phys damage reduction is extremely useful while our Prismatic Cloak is lower level.
Weapons: Choose between PMSD, LaEK, and Cast speed as priorities (you need 152 cast speed to cap). The craft may want cast speed over LaEK, since crafts can't roll cast speed naturally.
Sockets:
Runeword Fillers: Zod crafted jewels
Armour pieces: Perfect gems for resistances, Zod crafted jewels or Hel runes when you don't need the perfect gems
TU weapon: Perfect Rubies or Diamonds. Rubies help with sustain (LaeK), Diamonds are damage.
Killing Vector: Rubies or Zod crafted jewels. Same as above, with jewels being for damage.
For Zod crafted jewels, you are looking for things to help with breakpoints and jewels with 3+ PMSD. Ideally both. Hit Recovery/Cast Speed are both useful as a result. %Energy is good for more damage, as is Energy Factor. Resists can help with removing gems. Life... well thats obvious.
Your goal is to meet the breakpoint of 86% Faster Hit Recovery and 152% Cast Speed.
Ideally you plan to socket everything with Zod crafted jewels. However, be warned that socketing jewels in your tiered uniques will raise the level requirement.
Crafts are mostly aiming for high PMSD. Bless with Enchanted as well.
Craft goals:
Weapon: +4 or +5 Assassin skills, or just 30+ PMSD before bless. Asking for more is tough, especially now.
Gloves: 15+ PMSD baseline before blessing. This can go way higher but why not take something that's going to immediately be an upgrade?
Chest: +2 skills, PMSD. Life is a huge bonus that you should go for once everything else is set up.
Boots: +2 assassin skills, PMSD. Decent movespeed is a bonus, but should not be a focus yet because we get plenty from skills.
Do not Oil of Luck your weapons, it does nothing useful. You'll want to use Oils of Conjuration on weapons, if you have them. These drop in act 5 sidezones -- Pit of Acheron, Icy Cellar, etc. If you wish you can also try to use it on the base of your Anarchy claw until you get the bonus, then socket & unsocket the jewels and runes until you get +4 assassin. Don't MO until after you've made the runeword -- this lets you change the MO's later without losing the luck bonus. Note: If you have jewels that have been lucked inside of the item, you won't be able to luck it until you unsocket them. Thankfully, jewels aren't destroyed if you unsocket them.
Notes on the
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)
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)
Killing Vector
Universal Law
(Assassin Psionic Set)
OR +4/5 Skills Enchanted or Eerie crafted sacred claw. A +3 Killing Vector is more than good enough and I wouldn't bother crafting a claw to try to replace it at this point. Especially if you land the oil of conjuration bonus on a +3. Eerie is slightly worse than enchanted at this point but gets the job done.Killing Vector
Cestus (Sacred)
One-Hand Damage: 41 to 43
(Assassin Only)
Required Level: 90
Required Dexterity: 349
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
+(1 to 3) to Assassin Skill Levels
+(33 to 55) Spell Focus
(21 to 30)% Cast Speed
+(16 to 20)% to Physical/Magic Spell Damage
+(9 to 16) to Doom (Assassin Only)
+200 to Energy
Socketed (3)
Cestus (Sacred)
One-Hand Damage: 41 to 43
(Assassin Only)
Required Level: 90
Required Dexterity: 349
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
+(1 to 3) to Assassin Skill Levels
+(33 to 55) Spell Focus
(21 to 30)% Cast Speed
+(16 to 20)% to Physical/Magic Spell Damage
+(9 to 16) to Doom (Assassin Only)
+200 to Energy
Socketed (3)
Universal Law
(Assassin Psionic Set)
Off-hand weapon:
Anarchy
in T4 claw. 25% life and mana, cast speed, +skills. We need the life desperately at this point.Anarchy
Assassin Claws
'SolCham'
Runeword Level: 83
+(3 to 4) to Assassin Skill Levels
40% Cast Speed
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Lightning Spell Damage
Maximum Life +5%
+(61 to 75) to Mana
Maximum Mana +20%
+(26 to 30) Mana after each Kill
Assassin Claws
'SolCham'
Runeword Level: 83
+(3 to 4) to Assassin Skill Levels
40% Cast Speed
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Lightning Spell Damage
Maximum Life +5%
+(61 to 75) to Mana
Maximum Mana +20%
+(26 to 30) Mana after each Kill
Helmet:
The Allseeing Eye
The Allseeing Eye
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Body Armour:
Griswold's Heart
-> Enchanted craft sacred Quilted Armor OR Hypersurface
Universal Law
(Assassin Psionic Set)
. Hypersurface doesn't have amazing offensive stats but can potentially give us 2 set bonus from Hypersurface
Leather Armor (Sacred)
Defense: (8272 - 8918) to (8579 - 9257)
Required Level: 80
Required Strength: 315
Item Level: 1
+(172 to 200)% Enhanced Defense
+2000 Defense
+200 to Energy
+(401 to 500) to Life
+(101 to 150) Life after each Kill
Requirements -40%
Socketed (6)
Leather Armor (Sacred)
Defense: (8272 - 8918) to (8579 - 9257)
Required Level: 80
Required Strength: 315
Item Level: 1
+(172 to 200)% Enhanced Defense
+2000 Defense
+200 to Energy
+(401 to 500) to Life
+(101 to 150) Life after each Kill
Requirements -40%
Socketed (6)
Universal Law
(Assassin Psionic Set)
Universal Law
and incredible defensive stats, including a ton of LaEK. The resist bonuses also make it super easy to replace our perfect gems until we get enough charms/jewels later.Universal Law
(Assassin Psionic Set)
Dead Lens
Hypersurface
Killing Vector
Quantum Bevel
Set Bonus with 2 or more set items:
+2 to Assassin Skill Levels
+20% to Physical/Magic Spell Damage
Set Bonus with 3 or more set items:
+150 to Energy
+500 to Life
Set Bonus with complete set:
+4 to Assassin Skill Levels
+15% to Physical/Magic Spell Damage
+60 to Orb of Annihilation
+1500 to Mana
Elemental Resists +25%
Physical Resist 5%
+100 Life after each Kill
(Assassin Psionic Set)
Dead Lens
Hypersurface
Killing Vector
Quantum Bevel
Set Bonus with 2 or more set items:
+2 to Assassin Skill Levels
+20% to Physical/Magic Spell Damage
Set Bonus with 3 or more set items:
+150 to Energy
+500 to Life
Set Bonus with complete set:
+4 to Assassin Skill Levels
+15% to Physical/Magic Spell Damage
+60 to Orb of Annihilation
+1500 to Mana
Elemental Resists +25%
Physical Resist 5%
+100 Life after each Kill
Gloves: Honorific T1 Leather Gloves -> Enchanted craft sacred Leather Gloves.
Quantum Bevel
Universal Law
(Assassin Psionic Set)
is also an option here, especially if you get other set pieces.Quantum Bevel
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 80
Required Strength: 375
Item Level: 1
+(16 to 20)% to Physical/Magic Spell Damage
+(140 to 170)% Enhanced Defense
+100 to Energy
Maximum Mana +(11 to 15)%
(16 to 20)% Magic Find
Requirements -40%
Socketed (4)
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 80
Required Strength: 375
Item Level: 1
+(16 to 20)% to Physical/Magic Spell Damage
+(140 to 170)% Enhanced Defense
+100 to Energy
Maximum Mana +(11 to 15)%
(16 to 20)% Magic Find
Requirements -40%
Socketed (4)
Universal Law
(Assassin Psionic Set)
Belt:
Moonwrap
-> Moonwrap
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Ashaera's Armor
. Fairly common sacred that offers better defensive statsAshaera's Armor
Belt (Sacred)
Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
Belt (Sacred)
Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
Boots:
Megalith
-> Enchanted craft sacred BootsMegalith
Boots
'LoFal'
Runeword Level: 73
+1 to All Skills
25% Cast Speed
15% Block Speed
+(115 to 143)% Enhanced Defense
+(10 to 20) to all Attributes
5% to Dexterity
Regenerate Mana +30%
Physical Resist 5%
Boots
'LoFal'
Runeword Level: 73
+1 to All Skills
25% Cast Speed
15% Block Speed
+(115 to 143)% Enhanced Defense
+(10 to 20) to all Attributes
5% to Dexterity
Regenerate Mana +30%
Physical Resist 5%
Rings: +1 Skills, Physical/Magic spell damage. Additional stats (like magic find or reanimates) are nice
Amulet: +3 Skills, Lightning Arena, Physical/magic spell damage. -- make sure you have a lightning arena amulet around, it's immensely useful to help our defensives and our DPS.
Weapon Swap: 2 claws with Bloodlust oskill, socketed with Nih Runes -- use this to buff regularly for more damage. Alternatively, replace 1 claw with
Cloudladder
socketed with Nih Runes.Cloudladder
Spiked Shield (4)
Defense: (102 - 116) to (203 - 230)
Chance to Block: Class%
Required Level: 7
Required Dexterity: 55
Item Level: 10
+1 to All Skills
+1 to Druid Skill Levels
+1 to Sorceress Skill Levels
+(41 to 60)% Enhanced Defense
+20 to all Attributes
+10 Life Regenerated per Second
Socketed (1)
Defense: (372 - 414) to (629 - 699)
Chance to Block: Class%
Required Level: 24
Required Dexterity: 81
Item Level: 36
+(1 to 2) to All Skills
+(1 to 2) to Druid Skill Levels
+(1 to 2) to Sorceress Skill Levels
+(71 to 90)% Enhanced Defense
+30 to all Attributes
+20 Life Regenerated per Second
Socketed (4)
Defense: (920 - 1007) to (1503 - 1645)
Chance to Block: Class%
Required Level: 42
Required Dexterity: 170
Item Level: 51
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(101 to 120)% Enhanced Defense
+40 to all Attributes
+30 Life Regenerated per Second
Socketed (5)
Defense: (1443 - 1687) to (2346 - 2743)
Chance to Block: Class%
Required Level: 51
Required Dexterity: 353
Item Level: 85
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(131 to 170)% Enhanced Defense
+50 to all Attributes
+40 Life Regenerated per Second
Socketed (6)
Spiked Shield (4)
Defense: (102 - 116) to (203 - 230)
Chance to Block: Class%
Required Level: 7
Required Dexterity: 55
Item Level: 10
+1 to All Skills
+1 to Druid Skill Levels
+1 to Sorceress Skill Levels
+(41 to 60)% Enhanced Defense
+20 to all Attributes
+10 Life Regenerated per Second
Socketed (1)
Defense: (372 - 414) to (629 - 699)
Chance to Block: Class%
Required Level: 24
Required Dexterity: 81
Item Level: 36
+(1 to 2) to All Skills
+(1 to 2) to Druid Skill Levels
+(1 to 2) to Sorceress Skill Levels
+(71 to 90)% Enhanced Defense
+30 to all Attributes
+20 Life Regenerated per Second
Socketed (4)
Defense: (920 - 1007) to (1503 - 1645)
Chance to Block: Class%
Required Level: 42
Required Dexterity: 170
Item Level: 51
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(101 to 120)% Enhanced Defense
+40 to all Attributes
+30 Life Regenerated per Second
Socketed (5)
Defense: (1443 - 1687) to (2346 - 2743)
Chance to Block: Class%
Required Level: 51
Required Dexterity: 353
Item Level: 85
+2 to All Skills
+2 to Druid Skill Levels
+2 to Sorceress Skill Levels
+(131 to 170)% Enhanced Defense
+50 to all Attributes
+40 Life Regenerated per Second
Socketed (6)
MO's:
Spellgrip: 5x LaeK, 5x PMSD, 5x Magic Find.
Honorific: 5x Hit Recovery, 5x PMSD, 5x All Resistances, 5x Magic Find, strength if you need it.
TU Belt: 5x PMSD, 5x Resists, Magic find -- be careful on level requirement for later, as it will go up from jewels
TU Helmet: 5x PMSD, 5x Resists, Magic Find -- be careful on level requirement for later, as it will go up from jewels
Rings + Amulet: 5x PMSD. Rest is choosing between Mana Regen, Magic Find, and Phys Damage Reduction. Having multiple rings helps if you can. The phys damage reduction is extremely useful while our Prismatic Cloak is lower level.
Weapons: Choose between PMSD, LaEK, and Cast speed as priorities (you need 152 cast speed to cap). The craft may want cast speed over LaEK, since crafts can't roll cast speed naturally.
Sockets:
Runeword Fillers: Zod crafted jewels
Armour pieces: Perfect gems for resistances, Zod crafted jewels or Hel runes when you don't need the perfect gems
TU weapon: Perfect Rubies or Diamonds. Rubies help with sustain (LaeK), Diamonds are damage.
Killing Vector: Rubies or Zod crafted jewels. Same as above, with jewels being for damage.
For Zod crafted jewels, you are looking for things to help with breakpoints and jewels with 3+ PMSD. Ideally both. Hit Recovery/Cast Speed are both useful as a result. %Energy is good for more damage, as is Energy Factor. Resists can help with removing gems. Life... well thats obvious.
Your goal is to meet the breakpoint of 86% Faster Hit Recovery and 152% Cast Speed.
Ideally you plan to socket everything with Zod crafted jewels. However, be warned that socketing jewels in your tiered uniques will raise the level requirement.
Crafts are mostly aiming for high PMSD. Bless with Enchanted as well.
Craft goals:
Weapon: +4 or +5 Assassin skills, or just 30+ PMSD before bless. Asking for more is tough, especially now.
Gloves: 15+ PMSD baseline before blessing. This can go way higher but why not take something that's going to immediately be an upgrade?
Chest: +2 skills, PMSD. Life is a huge bonus that you should go for once everything else is set up.
Boots: +2 assassin skills, PMSD. Decent movespeed is a bonus, but should not be a focus yet because we get plenty from skills.
Do not Oil of Luck your weapons, it does nothing useful. You'll want to use Oils of Conjuration on weapons, if you have them. These drop in act 5 sidezones -- Pit of Acheron, Icy Cellar, etc. If you wish you can also try to use it on the base of your Anarchy claw until you get the bonus, then socket & unsocket the jewels and runes until you get +4 assassin. Don't MO until after you've made the runeword -- this lets you change the MO's later without losing the luck bonus. Note: If you have jewels that have been lucked inside of the item, you won't be able to luck it until you unsocket them. Thankfully, jewels aren't destroyed if you unsocket them.
Notes on the
Universal Law
set: The helmet and shield are bad, and the full set is not worth using.Universal Law
(Assassin Psionic Set)
Dead Lens
Hypersurface
Killing Vector
Quantum Bevel
Set Bonus with 2 or more set items:
+2 to Assassin Skill Levels
+20% to Physical/Magic Spell Damage
Set Bonus with 3 or more set items:
+150 to Energy
+500 to Life
Set Bonus with complete set:
+4 to Assassin Skill Levels
+15% to Physical/Magic Spell Damage
+60 to Orb of Annihilation
+1500 to Mana
Elemental Resists +25%
Physical Resist 5%
+100 Life after each Kill
(Assassin Psionic Set)
Dead Lens
Hypersurface
Killing Vector
Quantum Bevel
Set Bonus with 2 or more set items:
+2 to Assassin Skill Levels
+20% to Physical/Magic Spell Damage
Set Bonus with 3 or more set items:
+150 to Energy
+500 to Life
Set Bonus with complete set:
+4 to Assassin Skill Levels
+15% to Physical/Magic Spell Damage
+60 to Orb of Annihilation
+1500 to Mana
Elemental Resists +25%
Physical Resist 5%
+100 Life after each Kill
Mercenary
► Show Spoiler
In Hell we will be switching to Act 5 merc. Act 2 can stay for a while, but act 5 will be ideal as it also does good damage and is way faster.
Remember that mercs will need 75% elemental resistances from gear to be capped without any source of +max res.
NOTE: In the current version of MXL Sigma (1.0.4), Act 5 mercs are bugged and do not gain their proper stats immediately after resurrecting or making a new game. When reviving or making a new game, check their defense. Go out into act 1 and let them kill things until you see their defense go up a decent chunk (like 40k to 48k, for example). They will also run around WAY faster once they do this. This will give the act 5 merc their proper stats and they won't die instantly to random trash. This is planned to be fixed soon, probably in 1.0.5, but is being included for now because it's important until then.
Weapon:
Helmet:
Amulet: Random rare. Attack speed, +3 skills, minimum/maximum damage are all good stats here. Lava Pit on melee attack is also fantastic.
Chest:
Belt:
Boots:
Gloves: Anything -> Creepy crafted gloves with Burning Veil on Kill. Alternatively, Horror crafted with good reanimates. Gauntlets are ideal.
Sockets in non-RW weapons are Jah runes. PGems for armor sockets if you need res, Ber/Ith crafted jewels otherwise. Again, remember you need to have 75% res in total to cap them at least.
Be sure to Oil of Luck the weapon before using MO's to 200% ED before sockets. MO amulet with flat physical damage reduction and defense, or magic find. Runewords and TU's should be MO'ed with Magic Find + Weapon Damage.
Remember that mercs will need 75% elemental resistances from gear to be capped without any source of +max res.
NOTE: In the current version of MXL Sigma (1.0.4), Act 5 mercs are bugged and do not gain their proper stats immediately after resurrecting or making a new game. When reviving or making a new game, check their defense. Go out into act 1 and let them kill things until you see their defense go up a decent chunk (like 40k to 48k, for example). They will also run around WAY faster once they do this. This will give the act 5 merc their proper stats and they won't die instantly to random trash. This is planned to be fixed soon, probably in 1.0.5, but is being included for now because it's important until then.
Weapon:
Enyo
or Berith
in any Sacred 2h sword -> Anything with good damage like Eruption
Mount Arreat
(Barbarian Earthshaker Set)
or Eruption
Kriegsmesser (Sacred)
One-Hand Damage: (179 - 209) to (264 - 296)
(Barbarian Only)
Required Level: 90
Required Strength: 642
Item Level: 1
Strength Damage Bonus: (0.14 per Strength)%
+2 to Barbarian Skill Levels
Adds 50-125 Damage
+(144 to 200)% Enhanced Damage
Weapon Physical Damage +100%
Maximum Fire Resist +1%
Fire Resist +(31 to 50)%
Socketed (6)
Kriegsmesser (Sacred)
One-Hand Damage: (179 - 209) to (264 - 296)
(Barbarian Only)
Required Level: 90
Required Strength: 642
Item Level: 1
Strength Damage Bonus: (0.14 per Strength)%
+2 to Barbarian Skill Levels
Adds 50-125 Damage
+(144 to 200)% Enhanced Damage
Weapon Physical Damage +100%
Maximum Fire Resist +1%
Fire Resist +(31 to 50)%
Socketed (6)
Mount Arreat
(Barbarian Earthshaker Set)
Tylwulf's Betrayal
or a crafted 2h sword -> Tylwulf's Betrayal
Bastard Sword (Sacred)
One-Hand Damage: (171 - 204) to (218 - 262)
Two-Hand Damage: (231 - 272) to (275 - 327)
Required Level: 100
Required Strength: 535
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
2% Chance to cast level 1 Timefield on Kill
8% Chance to cast level 10 Time Strike on Striking
Adds (70 to 90)-(110 to 140) Damage
(1 to 10)% Mana stolen per Hit
+(130 to 160)% Enhanced Damage
-80% to Enemy Cold Resistance
Slow Target 20%
(10 to 20)% to Strength
Socketed (4)
Bastard Sword (Sacred)
One-Hand Damage: (171 - 204) to (218 - 262)
Two-Hand Damage: (231 - 272) to (275 - 327)
Required Level: 100
Required Strength: 535
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
2% Chance to cast level 1 Timefield on Kill
8% Chance to cast level 10 Time Strike on Striking
Adds (70 to 90)-(110 to 140) Damage
(1 to 10)% Mana stolen per Hit
+(130 to 160)% Enhanced Damage
-80% to Enemy Cold Resistance
Slow Target 20%
(10 to 20)% to Strength
Socketed (4)
Qarak's Will
. Mostly looking for damage until Qarak's Will. Qarak's is not necessary but it's insanely useful and helps a lot on keeping your focus off of using Bloodlust while you farm. Plenty of weapons work here until then, including Barbarian specific swords.Qarak's Will
Giant Sword (Sacred)
One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
Giant Sword (Sacred)
One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
Helmet:
Umbaru's Jinx
-> Umbaru's Jinx
Mask (4)
Defense: (116 - 126) to (195 - 209)
Required Level: 7
Required Strength: 30
Item Level: 10
+(0 to 1) to Necromancer Skill Levels
15% Hit Recovery
+(6 to 10)% to Summoned Minion Damage
+(21 to 40)% to Summoned Minion Attack Rating
+(31 to 50)% Enhanced Defense
+(51 to 100) Defense
Poison Length Reduced by (11 to 20)%
Physical Resist 1%
(6 to 10)% Bonus to Defense
Socketed (1)
Defense: (416 - 448) to (546 - 587)
Required Level: 24
Required Strength: 60
Item Level: 31
+(0 to 1) to Necromancer Skill Levels
30% Hit Recovery
+(11 to 15)% to Summoned Minion Damage
+(41 to 60)% to Summoned Minion Attack Rating
+(61 to 80)% Enhanced Defense
+(151 to 200) Defense
Poison Length Reduced by (21 to 30)%
Physical Resist 2%
(11 to 20)% Bonus to Defense
Socketed (3)
Defense: (927 - 994) to (1163 - 1249)
Required Level: 42
Required Strength: 210
Item Level: 51
+(0 to 2) to Necromancer Skill Levels
45% Hit Recovery
+(16 to 20)% to Summoned Minion Damage
+(61 to 80)% to Summoned Minion Attack Rating
+(91 to 110)% Enhanced Defense
+(251 to 300) Defense
Poison Length Reduced by (31 to 40)%
Physical Resist 3%
(21 to 30)% Bonus to Defense
Socketed (4)
Defense: (1422 - 1515) to (1759 - 1876)
Required Level: 50
Required Strength: 420
Item Level: 77
+(1 to 2) to Necromancer Skill Levels
60% Hit Recovery
+(21 to 25)% to Summoned Minion Damage
+(81 to 100)% to Summoned Minion Attack Rating
+(121 to 140)% Enhanced Defense
+(351 to 400) Defense
Poison Length Reduced by (41 to 50)%
Physical Resist 4%
(31 to 40)% Bonus to Defense
Socketed (4)
Mask (4)
Defense: (116 - 126) to (195 - 209)
Required Level: 7
Required Strength: 30
Item Level: 10
+(0 to 1) to Necromancer Skill Levels
15% Hit Recovery
+(6 to 10)% to Summoned Minion Damage
+(21 to 40)% to Summoned Minion Attack Rating
+(31 to 50)% Enhanced Defense
+(51 to 100) Defense
Poison Length Reduced by (11 to 20)%
Physical Resist 1%
(6 to 10)% Bonus to Defense
Socketed (1)
Defense: (416 - 448) to (546 - 587)
Required Level: 24
Required Strength: 60
Item Level: 31
+(0 to 1) to Necromancer Skill Levels
30% Hit Recovery
+(11 to 15)% to Summoned Minion Damage
+(41 to 60)% to Summoned Minion Attack Rating
+(61 to 80)% Enhanced Defense
+(151 to 200) Defense
Poison Length Reduced by (21 to 30)%
Physical Resist 2%
(11 to 20)% Bonus to Defense
Socketed (3)
Defense: (927 - 994) to (1163 - 1249)
Required Level: 42
Required Strength: 210
Item Level: 51
+(0 to 2) to Necromancer Skill Levels
45% Hit Recovery
+(16 to 20)% to Summoned Minion Damage
+(61 to 80)% to Summoned Minion Attack Rating
+(91 to 110)% Enhanced Defense
+(251 to 300) Defense
Poison Length Reduced by (31 to 40)%
Physical Resist 3%
(21 to 30)% Bonus to Defense
Socketed (4)
Defense: (1422 - 1515) to (1759 - 1876)
Required Level: 50
Required Strength: 420
Item Level: 77
+(1 to 2) to Necromancer Skill Levels
60% Hit Recovery
+(21 to 25)% to Summoned Minion Damage
+(81 to 100)% to Summoned Minion Attack Rating
+(121 to 140)% Enhanced Defense
+(351 to 400) Defense
Poison Length Reduced by (41 to 50)%
Physical Resist 4%
(31 to 40)% Bonus to Defense
Socketed (4)
Witchhunter's Hood
Witchhunter's Attire
(Assassin Claw Set)
-- Umbaru's Jinx is fantastic and has plenty of MO space, and reanimates. You may also want to use Witchhunter's Hood
Cap (Sacred)
Defense: (2136 - 2611) to (2161 - 2642)
Required Level: 90
Required Strength: 250
Item Level: 1
+(80 to 120)% Enhanced Defense
10% to Strength
10% to Dexterity
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Physical Resist 5%
(16 to 20)% Bonus to Defense
Requirements -50%
Socketed (4)
Cap (Sacred)
Defense: (2136 - 2611) to (2161 - 2642)
Required Level: 90
Required Strength: 250
Item Level: 1
+(80 to 120)% Enhanced Defense
10% to Strength
10% to Dexterity
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Physical Resist 5%
(16 to 20)% Bonus to Defense
Requirements -50%
Socketed (4)
Witchhunter's Attire
(Assassin Claw Set)
Topspin
for Teganze until you get Witchhunter's Hood.Topspin
Skull Cap (4)
Defense: (76 - 83) to (115 - 125)
Required Level: 3
Required Strength: 28
Item Level: 1
5% Attack Speed
+(31 to 50)% Enhanced Defense
+(31 to 50) Defense
(3 to 5)% to Dexterity
(3 to 5)% to Energy
Maximum Elemental Resists +1%
10% Bonus to Defense
Socketed (1)
Defense: (277 - 301) to (365 - 397)
Required Level: 20
Required Strength: 55
Item Level: 31
15% Attack Speed
+(61 to 80)% Enhanced Defense
+(71 to 100) Defense
(6 to 8)% to Dexterity
(6 to 8)% to Energy
Maximum Elemental Resists +1%
20% Bonus to Defense
Socketed (3)
Defense: (704 - 760) to (876 - 943)
Required Level: 37
Required Strength: 192
Item Level: 51
25% Attack Speed
+(91 to 110)% Enhanced Defense
+(151 to 200) Defense
(9 to 11)% to Dexterity
(9 to 11)% to Energy
Maximum Elemental Resists +2%
30% Bonus to Defense
Socketed (4)
Defense: (1182 - 1258) to (1471 - 1564)
Required Level: 47
Required Strength: 384
Item Level: 77
30% Attack Speed
+(121 to 140)% Enhanced Defense
+(301 to 400) Defense
(12 to 14)% to Dexterity
(12 to 14)% to Energy
Maximum Elemental Resists +2%
40% Bonus to Defense
Socketed (4)
Skull Cap (4)
Defense: (76 - 83) to (115 - 125)
Required Level: 3
Required Strength: 28
Item Level: 1
5% Attack Speed
+(31 to 50)% Enhanced Defense
+(31 to 50) Defense
(3 to 5)% to Dexterity
(3 to 5)% to Energy
Maximum Elemental Resists +1%
10% Bonus to Defense
Socketed (1)
Defense: (277 - 301) to (365 - 397)
Required Level: 20
Required Strength: 55
Item Level: 31
15% Attack Speed
+(61 to 80)% Enhanced Defense
+(71 to 100) Defense
(6 to 8)% to Dexterity
(6 to 8)% to Energy
Maximum Elemental Resists +1%
20% Bonus to Defense
Socketed (3)
Defense: (704 - 760) to (876 - 943)
Required Level: 37
Required Strength: 192
Item Level: 51
25% Attack Speed
+(91 to 110)% Enhanced Defense
+(151 to 200) Defense
(9 to 11)% to Dexterity
(9 to 11)% to Energy
Maximum Elemental Resists +2%
30% Bonus to Defense
Socketed (4)
Defense: (1182 - 1258) to (1471 - 1564)
Required Level: 47
Required Strength: 384
Item Level: 77
30% Attack Speed
+(121 to 140)% Enhanced Defense
+(301 to 400) Defense
(12 to 14)% to Dexterity
(12 to 14)% to Energy
Maximum Elemental Resists +2%
40% Bonus to Defense
Socketed (4)
Amulet: Random rare. Attack speed, +3 skills, minimum/maximum damage are all good stats here. Lava Pit on melee attack is also fantastic.
Chest:
Erawan
in sacred body armor with Ith crafted jewels for resistances. Erawan
Body Armors
'LemKoCham'
Runeword Level: 83
15% Combat Speeds
5% Chance of Crushing Blow
+(144 to 171)% Enhanced Defense
(27 to 30)% to Strength
(27 to 30)% to Vitality
Physical Resist (13 to 15)%
(15 to 20)% Bonus to Defense
Body Armors
'LemKoCham'
Runeword Level: 83
15% Combat Speeds
5% Chance of Crushing Blow
+(144 to 171)% Enhanced Defense
(27 to 30)% to Strength
(27 to 30)% to Vitality
Physical Resist (13 to 15)%
(15 to 20)% Bonus to Defense
Shroud Royal
or Shroud Royal
Full Plate Mail (4)
Defense: (336 - 390) to (676 - 786)
Required Level: 11
Required Strength: 35
Item Level: 29
Additional Strength Damage Bonus: 0.01171875%
+(1 to 2) to Vanquish
+(35 to 57)% Enhanced Defense
(3 to 5)% to All Attributes
Physical Damage Reduced by (7 to 10)
(6 to 8)% Gold Find
(6 to 8)% Magic Find
Socketed (2)
Defense: (1082 - 1213) to (2067 - 2318)
Required Level: 28
Required Strength: 70
Item Level: 40
Additional Strength Damage Bonus: 0.015625%
+(5 to 6) to Vanquish
+(81 to 103)% Enhanced Defense
(9 to 11)% to All Attributes
Physical Damage Reduced by (15 to 18)
(10 to 12)% Gold Find
(10 to 12)% Magic Find
Socketed (4)
Defense: (2707 - 2983) to (5055 - 5570)
Required Level: 46
Required Strength: 245
Item Level: 67
Additional Strength Damage Bonus: 0.01953125%
+(9 to 10) to Vanquish
+(126 to 149)% Enhanced Defense
(15 to 17)% to All Attributes
Physical Damage Reduced by (23 to 26)
(14 to 16)% Gold Find
(14 to 16)% Magic Find
Socketed (5)
Defense: (4043 - 4401) to (7534 - 8200)
Required Level: 54
Required Strength: 490
Item Level: 85
Additional Strength Damage Bonus: 0.0234375%
+(11 to 12) to Vanquish
+(149 to 171)% Enhanced Defense
(18 to 20)% to All Attributes
Physical Damage Reduced by (27 to 30)
(18 to 20)% Gold Find
(18 to 20)% Magic Find
Socketed (6)
Full Plate Mail (4)
Defense: (336 - 390) to (676 - 786)
Required Level: 11
Required Strength: 35
Item Level: 29
Additional Strength Damage Bonus: 0.01171875%
+(1 to 2) to Vanquish
+(35 to 57)% Enhanced Defense
(3 to 5)% to All Attributes
Physical Damage Reduced by (7 to 10)
(6 to 8)% Gold Find
(6 to 8)% Magic Find
Socketed (2)
Defense: (1082 - 1213) to (2067 - 2318)
Required Level: 28
Required Strength: 70
Item Level: 40
Additional Strength Damage Bonus: 0.015625%
+(5 to 6) to Vanquish
+(81 to 103)% Enhanced Defense
(9 to 11)% to All Attributes
Physical Damage Reduced by (15 to 18)
(10 to 12)% Gold Find
(10 to 12)% Magic Find
Socketed (4)
Defense: (2707 - 2983) to (5055 - 5570)
Required Level: 46
Required Strength: 245
Item Level: 67
Additional Strength Damage Bonus: 0.01953125%
+(9 to 10) to Vanquish
+(126 to 149)% Enhanced Defense
(15 to 17)% to All Attributes
Physical Damage Reduced by (23 to 26)
(14 to 16)% Gold Find
(14 to 16)% Magic Find
Socketed (5)
Defense: (4043 - 4401) to (7534 - 8200)
Required Level: 54
Required Strength: 490
Item Level: 85
Additional Strength Damage Bonus: 0.0234375%
+(11 to 12) to Vanquish
+(149 to 171)% Enhanced Defense
(18 to 20)% to All Attributes
Physical Damage Reduced by (27 to 30)
(18 to 20)% Gold Find
(18 to 20)% Magic Find
Socketed (6)
Werecat
with 2 Bloodstone/Amber/Onyx if you're doing Teganze.Werecat
Breast Plate (4)
Defense: (203 - 224) to (379 - 422)
Required Level: 5
Required Strength: 30
Item Level: 10
5% Chance to cast level 1 Claw Tornado on Melee Attack
15% Attack Speed
4% Life stolen per Hit
+(24 to 40)% Enhanced Defense
+(41 to 50) Defense
+(11 to 20) to all Attributes
Physical Resist 3%
Socketed (2)
Defense: (622 - 681) to (1100 - 1207)
Required Level: 23
Required Strength: 60
Item Level: 36
6% Chance to cast level 7 Claw Tornado on Melee Attack
30% Attack Speed
6% Life stolen per Hit
+(58 to 75)% Enhanced Defense
+(81 to 100) Defense
+(21 to 30) to all Attributes
Physical Resist 4%
Socketed (4)
Defense: (1471 - 1589) to (2563 - 2777)
Required Level: 40
Required Strength: 210
Item Level: 51
7% Chance to cast level 13 Claw Tornado on Melee Attack
45% Attack Speed
8% Life stolen per Hit
+(92 to 109)% Enhanced Defense
+(131 to 150) Defense
+(31 to 40) to all Attributes
Physical Resist 5%
Socketed (5)
Defense: (2168 - 2330) to (3757 - 4046)
Required Level: 50
Required Strength: 420
Item Level: 85
8% Chance to cast level 16 Claw Tornado on Melee Attack
60% Attack Speed
10% Life stolen per Hit
+(109 to 126)% Enhanced Defense
+(181 to 200) Defense
+(41 to 50) to all Attributes
Physical Resist 6%
Socketed (6)
Breast Plate (4)
Defense: (203 - 224) to (379 - 422)
Required Level: 5
Required Strength: 30
Item Level: 10
5% Chance to cast level 1 Claw Tornado on Melee Attack
15% Attack Speed
4% Life stolen per Hit
+(24 to 40)% Enhanced Defense
+(41 to 50) Defense
+(11 to 20) to all Attributes
Physical Resist 3%
Socketed (2)
Defense: (622 - 681) to (1100 - 1207)
Required Level: 23
Required Strength: 60
Item Level: 36
6% Chance to cast level 7 Claw Tornado on Melee Attack
30% Attack Speed
6% Life stolen per Hit
+(58 to 75)% Enhanced Defense
+(81 to 100) Defense
+(21 to 30) to all Attributes
Physical Resist 4%
Socketed (4)
Defense: (1471 - 1589) to (2563 - 2777)
Required Level: 40
Required Strength: 210
Item Level: 51
7% Chance to cast level 13 Claw Tornado on Melee Attack
45% Attack Speed
8% Life stolen per Hit
+(92 to 109)% Enhanced Defense
+(131 to 150) Defense
+(31 to 40) to all Attributes
Physical Resist 5%
Socketed (5)
Defense: (2168 - 2330) to (3757 - 4046)
Required Level: 50
Required Strength: 420
Item Level: 85
8% Chance to cast level 16 Claw Tornado on Melee Attack
60% Attack Speed
10% Life stolen per Hit
+(109 to 126)% Enhanced Defense
+(181 to 200) Defense
+(41 to 50) to all Attributes
Physical Resist 6%
Socketed (6)
Belt:
Truce
in sacred belt (Plated belt ideally) -> Truce
Belts
'Jah'
Runeword Level: 80
5% Combat Speeds
Stun Attack
Slows Attacker by 5%
+(172 to 200)% Enhanced Defense
Physical Resist 10%
Belts
'Jah'
Runeword Level: 80
5% Combat Speeds
Stun Attack
Slows Attacker by 5%
+(172 to 200)% Enhanced Defense
Physical Resist 10%
Celestia's Ribbon
Celestia's Myth
(Amazon Spear Set)
-- Celestia's has amazing stats for our merc, but is totally unnecessary to get.Celestia's Ribbon
Plated Belt (Sacred)
Defense: (3271 - 3680) to (3583 - 4031)
Required Level: 90
Required Strength: 675
Item Level: 1
+1 to Amazon Skill Levels
15% Attack Speed
+(140 to 170)% Enhanced Defense
(11 to 15)% to Strength
+(31 to 50) to Dexterity
Physical Resist 5%
Socketed (2)
Plated Belt (Sacred)
Defense: (3271 - 3680) to (3583 - 4031)
Required Level: 90
Required Strength: 675
Item Level: 1
+1 to Amazon Skill Levels
15% Attack Speed
+(140 to 170)% Enhanced Defense
(11 to 15)% to Strength
+(31 to 50) to Dexterity
Physical Resist 5%
Socketed (2)
Celestia's Myth
(Amazon Spear Set)
Boots:
Nephilim
in sacred boots (Greaves with 35+ MF ideally)Nephilim
Boots
'ZodThul'
Runeword Level: 85
+(144 to 171)% Enhanced Defense
+150 Defense
+50 to Strength
(21 to 25)% to Strength
+50 to Vitality
(21 to 25)% to Vitality
Cold Resist +25%
+15 Life after each Kill
Boots
'ZodThul'
Runeword Level: 85
+(144 to 171)% Enhanced Defense
+150 Defense
+50 to Strength
(21 to 25)% to Strength
+50 to Vitality
(21 to 25)% to Vitality
Cold Resist +25%
+15 Life after each Kill
Gloves: Anything -> Creepy crafted gloves with Burning Veil on Kill. Alternatively, Horror crafted with good reanimates. Gauntlets are ideal.
Sockets in non-RW weapons are Jah runes. PGems for armor sockets if you need res, Ber/Ith crafted jewels otherwise. Again, remember you need to have 75% res in total to cap them at least.
Be sure to Oil of Luck the weapon before using MO's to 200% ED before sockets. MO amulet with flat physical damage reduction and defense, or magic find. Runewords and TU's should be MO'ed with Magic Find + Weapon Damage.
Gameplay
► Show Spoiler
Welcome to the hardest part of the game. The early stages of Hell are brutal, and our low life pool at this point really starts showing. You'll need to start learning how to find openings to get Shadow Refuge and Bloodbath up whenever possible.
As per usual, buff with Tiefling Form, Beacon, and Queen of Blades (has a hidden 15 IAS bonus and is useful for anything requiring WDM hit). If you have Lightning Arena amulet, cast that as well. Weapon swap, bloodlust if you have it, and weapon swap back to main weapons. Use Shuriken Flurry, curse with Doom for more DPS, and try to get Shadow Refuge/Bloodbath whenever you can. Every so often recast Bloodlust. Use Blink to reposition yourself or move your merc or even to stun packs of enemies. Psionic Scream is a good panic skill to make enemies run away -- and you'll probably use this a bit in Duncraig, so get used to it. Singularity can help chip damage away on enemies from afar, or do a lot of damage to immobile enemies.
You'll want to be looking for:
A few rare sacred claws (Wrist Blades/Katars/Hatchet Hands/Cestus or really anything)
2x rare sacred Quilted Armor
2x rare sacred Leather Gloves
2x rare sacred Boots
You'll use these for crafting.
Your main farm spots generally are:
105-110: Sunless Sea. This gives you tons of gold and helps you get off the ground with MO'ing.
110-115: Torajan Jungles or Cows. Cows are really rough at this point for us though, and you'll get more sigs+gold in Torajan Jungles. You'll also have a chance at trophy from Akarat generally each time.
115-120: Kurast 3000 (aka K3K). This is where you really get off the ground. If you want to fast forward, you can do Ancients at 119 -- but I would not recommend it, as you're not likely to see many upgrades from 120-125 in comparison.
120-125: Welcome to the worst part of the grind by a longshot.
Teganze is rough as we can't get good max res without losing a good chunk of damage, and if your merc can survive here it's massively useful (give him a bunch of max res gear/gems). A lot of the things we can get from Teganze are very useful later.
Duncraig is technically the fastest, but mobs are fast enough to often dodge your shurikens, and doing this solo without a Lightning Arena amulet is just awful -- not to mention it's almost impossible to keep your merc alive here. You'll probably want to get a +2 charm anyways, and the trophy is really nice.
Triune will help us make our Corrupted Wormhole, which is very useful -- we need life pretty badly, and this is a great source of it. But you'll die a lot, and grouping here is not recommended, should be fairly obvious as to why. The XP and drops outside of that are awful here. The trophy from Rathma Square is quite good if you get it though.
If you really want you can even go back to K3K, especially if grouping -- this still has the best drops for us at this point in the game, but the XP is going to be REALLY bad.
120-125 is insanely slow and stressful, and easily the hardest part of the grind. Even Fauzt, coming up once we hit 125, is easier than any of the farm spots that unlock at 120 for us.
It's also worth rerunning charms to get better rolls.
Every single bit of damage as you move forward matters a lot. Stay at 152% FCR and try to get damage however you can without dropping your res from max. HP is also, obviously, a good stat. Running Mephisto every single game is quite worth it, as you're gonna use a lot of crystals not only crafting jewels, but you need 2 crystals every time you want to shrine bless a crafted item.
Don't forget to run sidezones and red portals in act 5 for Oils of Conjuration.
Make sure to pick up the shrines, and try to find any upgrades possible, including a weapon for your merc.
As per usual, buff with Tiefling Form, Beacon, and Queen of Blades (has a hidden 15 IAS bonus and is useful for anything requiring WDM hit). If you have Lightning Arena amulet, cast that as well. Weapon swap, bloodlust if you have it, and weapon swap back to main weapons. Use Shuriken Flurry, curse with Doom for more DPS, and try to get Shadow Refuge/Bloodbath whenever you can. Every so often recast Bloodlust. Use Blink to reposition yourself or move your merc or even to stun packs of enemies. Psionic Scream is a good panic skill to make enemies run away -- and you'll probably use this a bit in Duncraig, so get used to it. Singularity can help chip damage away on enemies from afar, or do a lot of damage to immobile enemies.
You'll want to be looking for:
A few rare sacred claws (Wrist Blades/Katars/Hatchet Hands/Cestus or really anything)
2x rare sacred Quilted Armor
2x rare sacred Leather Gloves
2x rare sacred Boots
You'll use these for crafting.
Your main farm spots generally are:
105-110: Sunless Sea. This gives you tons of gold and helps you get off the ground with MO'ing.
110-115: Torajan Jungles or Cows. Cows are really rough at this point for us though, and you'll get more sigs+gold in Torajan Jungles. You'll also have a chance at trophy from Akarat generally each time.
115-120: Kurast 3000 (aka K3K). This is where you really get off the ground. If you want to fast forward, you can do Ancients at 119 -- but I would not recommend it, as you're not likely to see many upgrades from 120-125 in comparison.
120-125: Welcome to the worst part of the grind by a longshot.
Teganze is rough as we can't get good max res without losing a good chunk of damage, and if your merc can survive here it's massively useful (give him a bunch of max res gear/gems). A lot of the things we can get from Teganze are very useful later.
Duncraig is technically the fastest, but mobs are fast enough to often dodge your shurikens, and doing this solo without a Lightning Arena amulet is just awful -- not to mention it's almost impossible to keep your merc alive here. You'll probably want to get a +2 charm anyways, and the trophy is really nice.
Triune will help us make our Corrupted Wormhole, which is very useful -- we need life pretty badly, and this is a great source of it. But you'll die a lot, and grouping here is not recommended, should be fairly obvious as to why. The XP and drops outside of that are awful here. The trophy from Rathma Square is quite good if you get it though.
If you really want you can even go back to K3K, especially if grouping -- this still has the best drops for us at this point in the game, but the XP is going to be REALLY bad.
120-125 is insanely slow and stressful, and easily the hardest part of the grind. Even Fauzt, coming up once we hit 125, is easier than any of the farm spots that unlock at 120 for us.
It's also worth rerunning charms to get better rolls.
Every single bit of damage as you move forward matters a lot. Stay at 152% FCR and try to get damage however you can without dropping your res from max. HP is also, obviously, a good stat. Running Mephisto every single game is quite worth it, as you're gonna use a lot of crystals not only crafting jewels, but you need 2 crystals every time you want to shrine bless a crafted item.
Don't forget to run sidezones and red portals in act 5 for Oils of Conjuration.
Make sure to pick up the shrines, and try to find any upgrades possible, including a weapon for your merc.
End Game (125+)
You've made it this far, so you should know what to do. This section won't go heavily in depth, because you should know what to do at this point.
Skillplan
► Show Spoiler
Attributes:
Strength -- Enough for gear (make sure you make a new game before adding points). Adding a few extra can help in case of changing out a charm.
Dexterity -- None
Vitality -- None
Energy -- Everything else.
Naginata Tree:
- 1 point Shadow Refuge
Martial Tree:
- 1 point Blink (we won't have enough to put 5 points in eventually once we have all our charms)
- Max Perfect Being
Psionic Tree:
- Max Shuriken Flurry
- Max Doom
Bomb Tree:
- Max Tiefling Form
Rewards Tree:
- Max Prismatic Cloak
- 1 Point Beacon
Strength -- Enough for gear (make sure you make a new game before adding points). Adding a few extra can help in case of changing out a charm.
Dexterity -- None
Vitality -- None
Energy -- Everything else.
Naginata Tree:
- 1 point Shadow Refuge
Martial Tree:
- 1 point Blink (we won't have enough to put 5 points in eventually once we have all our charms)
- Max Perfect Being
Psionic Tree:
- Max Shuriken Flurry
- Max Doom
Bomb Tree:
- Max Tiefling Form
Rewards Tree:
- Max Prismatic Cloak
- 1 Point Beacon
Gear
► Show Spoiler
Main-hand weapon: +5 Enchanted/Eerie craft claw OR +3
Off-hand weapon: +3
Helmet:
Chest: Enchanted crafted Quilted Armor. +2 skills, PMSD, life.
Gloves: Enchanted crafted Leather Gloves ->
Belt:
Boots: Enchanted crafted Boots ->
Amulet: +3 or 4
Rings: Rares with +1 skill, PMSD, Magic Find. Keep some with no MF for bossing if you want.
Sockets: Zod crafted Jewels with rolls to get to appropriate breakpoints. Ideally 200 FHR and 152 FCR. Aim for 3+ PMSD if possible, or 2+ with 2% Energy.
Be sure to use Oils of Conjuration on your weapons for a chance at 10% spell damage.
Luck your jewels and the rest of your gear (except if you want to lottery your Allseeing Eye for 5% life)
MOs:
All gear: 5x PMSD unless you plan on using UMOs.
Weapon:
Jewellery: 5x Mana Regen, MF or physical damage reduction depending on what it's for.
The rest can be Magic Find or whatever else you might want/need, like Hit Recovery for breakpoints. Remember that crafts will have more MO space than sacred uniques and are also easier to replace generally -- this is especially true for The Allseeing Eye.
Craft goals:
Weapon: +5 Assassin with 15+ PMSD or other good stats (Uninterruptable attack or Magic Find for example). Aim for getting the oil of conjuration bonus as well.
Ultimate Weapon Craft: +4/5 Assassin with 31+ PMSD before bless. It is possible, but I've spent 200+ shrines without getting it. Seen every other spell damage type with +4 or +5.
Body Armor: +2 skills, 30-35 PMSD with bless, life. Example of a VERY good roll before bless
Gloves: 20+ PMSD without the shrine bless.
Boots: +2 assassin, okay movespeed would be nice.
Crafted Jewels: Aim for 3+ PMSD with cast speed/hit recovery for breakpoints. Other good rolls include %energy, energy factor, Life, magic find, and resists. Don't forget to luck them for stats. If you get good stats without +3 PMSD, just keep it until you get something better -- your breakpoints come first.
Killing Vector
Universal Law
(Assassin Psionic Set)
-> Killing Vector
Cestus (Sacred)
One-Hand Damage: 41 to 43
(Assassin Only)
Required Level: 90
Required Dexterity: 349
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
+(1 to 3) to Assassin Skill Levels
+(33 to 55) Spell Focus
(21 to 30)% Cast Speed
+(16 to 20)% to Physical/Magic Spell Damage
+(9 to 16) to Doom (Assassin Only)
+200 to Energy
Socketed (3)
Cestus (Sacred)
One-Hand Damage: 41 to 43
(Assassin Only)
Required Level: 90
Required Dexterity: 349
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
+(1 to 3) to Assassin Skill Levels
+(33 to 55) Spell Focus
(21 to 30)% Cast Speed
+(16 to 20)% to Physical/Magic Spell Damage
+(9 to 16) to Doom (Assassin Only)
+200 to Energy
Socketed (3)
Universal Law
(Assassin Psionic Set)
Mind Rake
-- very rare item, but low demand cause its only for psionic ssin.Mind Rake
Claws (Sacred)
One-Hand Damage: 42 to 44
(Assassin Only)
Required Level: 100
Required Dexterity: 400
Item Level: 120
Dexterity Damage Bonus: (0.13 per Dexterity)%
10% Chance to cast level 60 Doom on Death Blow
+(3 to 5) to Assassin Skill Levels
-50% Cast Speed
+(51 to 70)% to Physical/Magic Spell Damage
Regenerate Mana +33%
Physical Damage Reduced by 50
+100 Life after each Kill
1% Reanimate as: Random Monster
Socketed (3)
Claws (Sacred)
One-Hand Damage: 42 to 44
(Assassin Only)
Required Level: 100
Required Dexterity: 400
Item Level: 120
Dexterity Damage Bonus: (0.13 per Dexterity)%
10% Chance to cast level 60 Doom on Death Blow
+(3 to 5) to Assassin Skill Levels
-50% Cast Speed
+(51 to 70)% to Physical/Magic Spell Damage
Regenerate Mana +33%
Physical Damage Reduced by 50
+100 Life after each Kill
1% Reanimate as: Random Monster
Socketed (3)
Off-hand weapon: +3
Killing Vector
Universal Law
(Assassin Psionic Set)
OR +5 Enchanted/Eerie craft claw -- The Collector is not used because it means we need to invest into Block Rate, which actually can slow down your clears. It's also extremely high demand, so you're better off selling it even though it's the most damage in 1.0 right now. Eerie is about the same as Enchanted at this point.Killing Vector
Cestus (Sacred)
One-Hand Damage: 41 to 43
(Assassin Only)
Required Level: 90
Required Dexterity: 349
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
+(1 to 3) to Assassin Skill Levels
+(33 to 55) Spell Focus
(21 to 30)% Cast Speed
+(16 to 20)% to Physical/Magic Spell Damage
+(9 to 16) to Doom (Assassin Only)
+200 to Energy
Socketed (3)
Cestus (Sacred)
One-Hand Damage: 41 to 43
(Assassin Only)
Required Level: 90
Required Dexterity: 349
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
+(1 to 3) to Assassin Skill Levels
+(33 to 55) Spell Focus
(21 to 30)% Cast Speed
+(16 to 20)% to Physical/Magic Spell Damage
+(9 to 16) to Doom (Assassin Only)
+200 to Energy
Socketed (3)
Universal Law
(Assassin Psionic Set)
Helmet:
The Allseeing Eye
-- Yes, The Allseeing Eye
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Black Masquerade
is better, but we already have a debuff from Doom and so it's a bit overkill to get Spellbind as well, and Black Masquerade is high demand. You can also opt to lottery your Allseeing Eye over and over again until you get 5% life, although this is a heavy Arcane Crystal investment. You also get more MO space on Allseeing Eye.Black Masquerade
Bone Helm (Sacred)
Defense: (2420 - 2904) to (2622 - 3147)
Required Level: 80
Item Level: 120
+100 Spell Focus
+100% to Physical/Magic Spell Damage
+(150 to 200)% Enhanced Defense
+200 Life Regenerated per Second
Physical Resist (0 to 10)%
Requirements -100%
Socketed (4)
Bone Helm (Sacred)
Defense: (2420 - 2904) to (2622 - 3147)
Required Level: 80
Item Level: 120
+100 Spell Focus
+100% to Physical/Magic Spell Damage
+(150 to 200)% Enhanced Defense
+200 Life Regenerated per Second
Physical Resist (0 to 10)%
Requirements -100%
Socketed (4)
Chest: Enchanted crafted Quilted Armor. +2 skills, PMSD, life.
Gloves: Enchanted crafted Leather Gloves ->
Lamha Na Draoithe
-- Lamha aren't necessary but are very clearly the best damage overall. Haven't gotten a pair to try them.Lamha Na Draoithe
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 100
Required Strength: 625
Item Level: 120
+2 to All Skills
+150 Spell Focus
30% Cast Speed
+(16 to 20)% to Spell Damage
+(140 to 170)% Enhanced Defense
+75 to Strength
-100 to Life
Elemental Resists +15%
Socketed (4)
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 100
Required Strength: 625
Item Level: 120
+2 to All Skills
+150 Spell Focus
30% Cast Speed
+(16 to 20)% to Spell Damage
+(140 to 170)% Enhanced Defense
+75 to Strength
-100 to Life
Elemental Resists +15%
Socketed (4)
Belt:
Ashaera's Armor
-> Ashaera's Armor
Belt (Sacred)
Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
Belt (Sacred)
Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
Lunar Eclipse
-- Haven't tried lunar eclipse yet. Asheara's Armor is very common and is the one item we need to be phys res capped with Shadow Refuge up -- I'd just stick with that personally.Lunar Eclipse
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
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)
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
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)
Boots: Enchanted crafted Boots ->
Spirit Walker
-- Craft should be +2 assassin levels. Also, have not tested Spirit Walker
Heavy Boots (Sacred)
Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
Heavy Boots (Sacred)
Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
Shrill Sacrament
enough, but those could be fun -- OSkill that hits 5 times per second for a VERY long duration with magic damage. Might even be really good for bossing.Shrill Sacrament
Chain Boots (Sacred)
Defense: (1625 - 1995) to (1762 - 2162)
Required Level: 100
Required Strength: 575
Item Level: 105
Exorcism: +50% Total Damage
10% Chance to cast level 20 Nightmare on Melee Attack
(10 to 40)% Movement Speed
+(10 to 30)% to Physical/Magic Spell Damage
+(9 to 13) to Exorcism
+(120 to 170)% Enhanced Defense
(15 to 25)% to Vitality
+(40 to 100) Life after each Demon Kill
Socketed (4)
Chain Boots (Sacred)
Defense: (1625 - 1995) to (1762 - 2162)
Required Level: 100
Required Strength: 575
Item Level: 105
Exorcism: +50% Total Damage
10% Chance to cast level 20 Nightmare on Melee Attack
(10 to 40)% Movement Speed
+(10 to 30)% to Physical/Magic Spell Damage
+(9 to 13) to Exorcism
+(120 to 170)% Enhanced Defense
(15 to 25)% to Vitality
+(40 to 100) Life after each Demon Kill
Socketed (4)
Amulet: +3 or 4
Vizjerei's Necklace
== Rare with +3 and Lightning Arena. Lightning Arena helps survivability, Vizjerei's is more damage. You will more than likely want to use Lightning Arena for farming and Vizjerei's for bosses.Vizjerei's Necklace
Amulet
Required Level: 100
Item Level: 105
+(1 to 3) to All Skills
+(20 to 30)% to Physical/Magic Spell Damage
(10 to 20)% to Energy
Maximum Mana +10%
+(25 to 50) Life after each Kill
Amulet
Required Level: 100
Item Level: 105
+(1 to 3) to All Skills
+(20 to 30)% to Physical/Magic Spell Damage
(10 to 20)% to Energy
Maximum Mana +10%
+(25 to 50) Life after each Kill
Rings: Rares with +1 skill, PMSD, Magic Find. Keep some with no MF for bossing if you want.
Sockets: Zod crafted Jewels with rolls to get to appropriate breakpoints. Ideally 200 FHR and 152 FCR. Aim for 3+ PMSD if possible, or 2+ with 2% Energy.
Be sure to use Oils of Conjuration on your weapons for a chance at 10% spell damage.
Luck your jewels and the rest of your gear (except if you want to lottery your Allseeing Eye for 5% life)
MOs:
All gear: 5x PMSD unless you plan on using UMOs.
Weapon:
Orb of Annihilation
or cast speed. Cast speed should only be placed on crafts in my opinion. If you have more room and don't want to use UMOs, magic find, energy factor, or LaEK are all good.Orb of Annihilation
Mystic Orb
Right-Click to Apply
10% Chance to cast level 1 Detonate on Melee Attack
+5% to Physical/Magic Spell Damage
5% to Energy
+10 Required Level
Mystic Orb
Right-Click to Apply
10% Chance to cast level 1 Detonate on Melee Attack
+5% to Physical/Magic Spell Damage
5% to Energy
+10 Required Level
Jewellery: 5x Mana Regen, MF or physical damage reduction depending on what it's for.
The rest can be Magic Find or whatever else you might want/need, like Hit Recovery for breakpoints. Remember that crafts will have more MO space than sacred uniques and are also easier to replace generally -- this is especially true for The Allseeing Eye.
Craft goals:
Weapon: +5 Assassin with 15+ PMSD or other good stats (Uninterruptable attack or Magic Find for example). Aim for getting the oil of conjuration bonus as well.
Ultimate Weapon Craft: +4/5 Assassin with 31+ PMSD before bless. It is possible, but I've spent 200+ shrines without getting it. Seen every other spell damage type with +4 or +5.
Body Armor: +2 skills, 30-35 PMSD with bless, life. Example of a VERY good roll before bless
Gloves: 20+ PMSD without the shrine bless.
Boots: +2 assassin, okay movespeed would be nice.
Crafted Jewels: Aim for 3+ PMSD with cast speed/hit recovery for breakpoints. Other good rolls include %energy, energy factor, Life, magic find, and resists. Don't forget to luck them for stats. If you get good stats without +3 PMSD, just keep it until you get something better -- your breakpoints come first.
Mercenary
► Show Spoiler
Weapon:
Amulet: Random rare. Lava Pit on Striking synergizes with the Qarak's decently.
Helmet:
Chest:
Gloves: Creepy/Horror crafted Gauntlets, or something like
Belt:
Boots:
MO gear with magic find. Weapon damage also helps, or you can opt for hit recovery. Your mercenary's magic find stacks with yours whenever he gets the kill, so this is a nice bonus for whenever he kills something.
Sockets are whatever you want, as long as you have 75 all resistances on the merc (or more with more max res).
Qarak's Will
-- common, great procs, means we barely need to cast bloodlust.Qarak's Will
Giant Sword (Sacred)
One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
Giant Sword (Sacred)
One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
Amulet: Random rare. Lava Pit on Striking synergizes with the Qarak's decently.
Helmet:
Witchhunter's Hood
Witchhunter's Attire
(Assassin Claw Set)
-- phys res, ele res, +max res, str%. Witchhunter's Hood
Cap (Sacred)
Defense: (2136 - 2611) to (2161 - 2642)
Required Level: 90
Required Strength: 250
Item Level: 1
+(80 to 120)% Enhanced Defense
10% to Strength
10% to Dexterity
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Physical Resist 5%
(16 to 20)% Bonus to Defense
Requirements -50%
Socketed (4)
Cap (Sacred)
Defense: (2136 - 2611) to (2161 - 2642)
Required Level: 90
Required Strength: 250
Item Level: 1
+(80 to 120)% Enhanced Defense
10% to Strength
10% to Dexterity
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Physical Resist 5%
(16 to 20)% Bonus to Defense
Requirements -50%
Socketed (4)
Witchhunter's Attire
(Assassin Claw Set)
Warmonger
also works and is pretty OP for him, though honestly kind of overkill.Warmonger
Fanged Helm (Sacred)
Defense: (4347 - 4785) to (5010 - 5474)
(Barbarian Only)
Required Level: 100
Required Strength: 500
Item Level: 120
Area Effect Attack
Adds 100-200 Fire Damage
Adds 100-200 Lightning Damage
Adds 100-200 Cold Damage
+(160 to 200)% Enhanced Defense
+(1500 to 2000) Defense
Elemental/Magic Damage Reduced by 40
10% Chance to Avoid Damage
Socketed (4)
Fanged Helm (Sacred)
Defense: (4347 - 4785) to (5010 - 5474)
(Barbarian Only)
Required Level: 100
Required Strength: 500
Item Level: 120
Area Effect Attack
Adds 100-200 Fire Damage
Adds 100-200 Lightning Damage
Adds 100-200 Cold Damage
+(160 to 200)% Enhanced Defense
+(1500 to 2000) Defense
Elemental/Magic Damage Reduced by 40
10% Chance to Avoid Damage
Socketed (4)
Chest:
Erawan
or Erawan
Body Armors
'LemKoCham'
Runeword Level: 83
15% Combat Speeds
5% Chance of Crushing Blow
+(144 to 171)% Enhanced Defense
(27 to 30)% to Strength
(27 to 30)% to Vitality
Physical Resist (13 to 15)%
(15 to 20)% Bonus to Defense
Body Armors
'LemKoCham'
Runeword Level: 83
15% Combat Speeds
5% Chance of Crushing Blow
+(144 to 171)% Enhanced Defense
(27 to 30)% to Strength
(27 to 30)% to Vitality
Physical Resist (13 to 15)%
(15 to 20)% Bonus to Defense
Silks of the Victor
or Silks of the Victor
Ancient Armor (Sacred)
Defense: (8603 - 9489) to (10651 - 11748)
Required Level: 100
Required Strength: 770
Item Level: 105
Level 10 Nephalem Weapons
5% Innate Elemental Damage
Adds Fire and Lightning Damage:
20-30% of base Strength and Dexterity
10-15% of base Vitality
+1 to All Skills
5% Mana stolen per Hit
+(172 to 200)% Enhanced Defense
+1.125% Enhanced Defense (Based on Character Level)
+(300 to 700) to Life
Physical Resist -5%
Socketed (6)
Ancient Armor (Sacred)
Defense: (8603 - 9489) to (10651 - 11748)
Required Level: 100
Required Strength: 770
Item Level: 105
Level 10 Nephalem Weapons
5% Innate Elemental Damage
Adds Fire and Lightning Damage:
20-30% of base Strength and Dexterity
10-15% of base Vitality
+1 to All Skills
5% Mana stolen per Hit
+(172 to 200)% Enhanced Defense
+1.125% Enhanced Defense (Based on Character Level)
+(300 to 700) to Life
Physical Resist -5%
Socketed (6)
Candlewake
. Candlewake is fairly common, though I would sell any that has a Cannot Be Frozen roll on it (50% chance to spawn). Silks of the Victor gives him a stupid amount of damage. Erawan is amazing defensive while still being offensive, and you can change the MOs at will.Candlewake
Splint Mail (Sacred)
Defense: (8032 - 9339) to (11077 - 12593)
Required Level: 100
Required Strength: 600
Item Level: 105
-2% Base Block Chance
Additional Strength Damage Bonus: 0.0390625%
-(11 to 15)% to Enemy Cold Resistance
+(150 to 200)% Enhanced Defense
+(1500 to 3500) Defense
(10 to 25)% to Strength
(50 to 100)% Bonus to Defense
Cannot Be Frozen (1/2 chance to appear)
Socketed (6)
Splint Mail (Sacred)
Defense: (8032 - 9339) to (11077 - 12593)
Required Level: 100
Required Strength: 600
Item Level: 105
-2% Base Block Chance
Additional Strength Damage Bonus: 0.0390625%
-(11 to 15)% to Enemy Cold Resistance
+(150 to 200)% Enhanced Defense
+(1500 to 3500) Defense
(10 to 25)% to Strength
(50 to 100)% Bonus to Defense
Cannot Be Frozen (1/2 chance to appear)
Socketed (6)
Gloves: Creepy/Horror crafted Gauntlets, or something like
Hammerfist
. Horror craft is aiming for good reanimate, creepy craft is aiming for Burning Veil on kill. Up to you. Well-rolled 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)
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)
Dacana's Fist
also work.Dacana's Fist
Chain Gloves (Sacred)
Defense: (515 - 1545) to (565 - 1695)
Required Level: 100
Required Strength: 575
Item Level: 105
+(0 to 200)% Enhanced Defense
(-300 to 300) to Life
Elemental Resists (-50 to 30)%
1% Reanimate as: Random Monster
(-25 to 15)% to Experience Gained
(-100 to 60)% Gold Find
(0 to 60)% Magic Find
Socketed (4)
Chain Gloves (Sacred)
Defense: (515 - 1545) to (565 - 1695)
Required Level: 100
Required Strength: 575
Item Level: 105
+(0 to 200)% Enhanced Defense
(-300 to 300) to Life
Elemental Resists (-50 to 30)%
1% Reanimate as: Random Monster
(-25 to 15)% to Experience Gained
(-100 to 60)% Gold Find
(0 to 60)% Magic Find
Socketed (4)
Belt:
Truce
is still fine. Truce
Belts
'Jah'
Runeword Level: 80
5% Combat Speeds
Stun Attack
Slows Attacker by 5%
+(172 to 200)% Enhanced Defense
Physical Resist 10%
Belts
'Jah'
Runeword Level: 80
5% Combat Speeds
Stun Attack
Slows Attacker by 5%
+(172 to 200)% Enhanced Defense
Physical Resist 10%
Celestia's Ribbon
Celestia's Myth
(Amazon Spear Set)
adds damage while still having Phys resist and is what I would ideally use.Celestia's Ribbon
Plated Belt (Sacred)
Defense: (3271 - 3680) to (3583 - 4031)
Required Level: 90
Required Strength: 675
Item Level: 1
+1 to Amazon Skill Levels
15% Attack Speed
+(140 to 170)% Enhanced Defense
(11 to 15)% to Strength
+(31 to 50) to Dexterity
Physical Resist 5%
Socketed (2)
Plated Belt (Sacred)
Defense: (3271 - 3680) to (3583 - 4031)
Required Level: 90
Required Strength: 675
Item Level: 1
+1 to Amazon Skill Levels
15% Attack Speed
+(140 to 170)% Enhanced Defense
(11 to 15)% to Strength
+(31 to 50) to Dexterity
Physical Resist 5%
Socketed (2)
Celestia's Myth
(Amazon Spear Set)
Boots:
Nephilim
is still fine. I haven't really looked into other options here, mostly because I haven't felt the need.Nephilim
Boots
'ZodThul'
Runeword Level: 85
+(144 to 171)% Enhanced Defense
+150 Defense
+50 to Strength
(21 to 25)% to Strength
+50 to Vitality
(21 to 25)% to Vitality
Cold Resist +25%
+15 Life after each Kill
Boots
'ZodThul'
Runeword Level: 85
+(144 to 171)% Enhanced Defense
+150 Defense
+50 to Strength
(21 to 25)% to Strength
+50 to Vitality
(21 to 25)% to Vitality
Cold Resist +25%
+15 Life after each Kill
MO gear with magic find. Weapon damage also helps, or you can opt for hit recovery. Your mercenary's magic find stacks with yours whenever he gets the kill, so this is a nice bonus for whenever he kills something.
Sockets are whatever you want, as long as you have 75 all resistances on the merc (or more with more max res).
Gameplay
► Show Spoiler
Buff with Tiefling Form, Queen of Blades, Beacon, and Lightning Arena. By this point you should have Lightning Arena, it just makes farming so much easier on us and improves our clear due to struggling to hit moving targets.
Use shruiken flurry, curse with Doom after a couple casts. Use Shadow Refuge + Bloodbath for more phys res, movespeed, and a ton of LaEK. Blink to reposition merc or jump over ledges or even to stun packs of mobs. You should know what to do by now.
You can farm Fauzt, Duncraig, or Teganze. I opt to not do Duncraig. I was farming Fauzt on day 3 of the Sigma launch with this build personally. It's pretty rough at first, but once you have some charms and more life/damage, it gets a lot better.
As you get charms, all the farming becomes easier and easier. With high level prismatic cloak things you struggled with in the past will be much simpler. Belial and Astrogha both also give us a ton of life, to the point that you'll be able to drop the Anarchy claw if you're still using it.
Be warned that if you don't buy charms, you will most likely need to respec to clawsin with Noctule for certain 125+ charms. You can respec back afterwards.
Use shruiken flurry, curse with Doom after a couple casts. Use Shadow Refuge + Bloodbath for more phys res, movespeed, and a ton of LaEK. Blink to reposition merc or jump over ledges or even to stun packs of mobs. You should know what to do by now.
You can farm Fauzt, Duncraig, or Teganze. I opt to not do Duncraig. I was farming Fauzt on day 3 of the Sigma launch with this build personally. It's pretty rough at first, but once you have some charms and more life/damage, it gets a lot better.
As you get charms, all the farming becomes easier and easier. With high level prismatic cloak things you struggled with in the past will be much simpler. Belial and Astrogha both also give us a ton of life, to the point that you'll be able to drop the Anarchy claw if you're still using it.
Be warned that if you don't buy charms, you will most likely need to respec to clawsin with Noctule for certain 125+ charms. You can respec back afterwards.