Shuriken Ssin

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Theuberelite
Jungle Hunter
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Introduction
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
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Early Game (1-105)




Skillplan
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Gear
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Mercenary
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Gameplay
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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
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Gear
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Mercenary
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Gameplay
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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
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Gear
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Mercenary
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Gameplay
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Edited by Theuberelite 5 months.
Theuberelite
Jungle Hunter
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Uberquests





Horror Under Tristram, aka the Butcher -- Level 105
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Infernal Machine -- Level 105
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Death Projector -- Level 105
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Island of the Sunless Sea -- Level 105
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The Binding of Baal -- level 110
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Akarat -- Level 110
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Horazon's Sanctum -- Level 110
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Lord Aldric Jitan -- Level 110
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Assault on Mount Arreat, aka King Koth -- Level 110
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Bull Prince Rodeo - Level 115
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Heart of Sin, aka Azmodan -- Level 115
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Legacy of Blood, aka Bartuc -- Level 115
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Rathma Square -- Level 115
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The Black Road, aka Buyard Cholik -- Level 115
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Khalimgrad, aka High Heavens -- Level 115
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Cathedral of Vanity -- Level 115
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Tran Athulua -- Level 115
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Kurast 3000 BA -- Level 115
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Quov Tsin -- Level 120
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Judgement Day -- Level 120
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Banisher of Light, aka Kabraxis -- Level 120
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The Twin Seas aka Athulua -- Level 120
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Kingdom of Shadow -- Level 120, 90 second lockout
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Eve of Destruction, aka Hell Baal -- Level 120, 1200 second lockout
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Duncraig -- Level 120
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Teganze -- Level 120
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Triune -- Level 120
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Kabraxis Great Gems -- required to get into Fauztinville
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Lord of Lies, aka Belial -- Level 125
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Yshari Sanctum -- Level 125
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Xazax -- Level 125
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Astrogha -- Level 125
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Spirit World -- Level 125
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Nymyr's Light, aka Witch, aka Sleep -- Level 125
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Toraja, aka Lilith -- Level 125
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Ghosts of Old Bremmtown -- Level 125
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Viz'jun -- Level 125
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Fauztinville -- Level 125
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Nephalem's Sacrifice -- Level 130
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Archbishop Lazarus -- Level 130
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The Void -- Level 130
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Herald of the End, aka Samael -- Level 135
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Edited by Theuberelite 5 months.
Theuberelite
Jungle Hunter
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FAQ and Reference section





Generally speaking, the documentation is your best friend. https://docs.median-xl.com/ will answer most of your questions if you look in the right place.

Assassin Breakpoints
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Cube Recipes
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Mercenary Unbugging
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Offhand stats
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Reanimates
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Edited by Theuberelite 5 months.
Sfp4
Cultist
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You are one of the only good Poe streamers and are a good guy, glad to see you enjoying Median and even made an informative and well written guide!
Edited by Sfp4 5 months.
Manu300000
Abomination
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Nice and very well written guide!

- Doom is a great debuff for a lot of other builds which have some form of magic damage

its also very good with phys multihitting teammates :thumb:
mortimer_85
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Although I lack skill to do what you do with this sin on stream, I must admit that only from reading this guide, I feel enabled to do all the content with this build without any experience.
In other words: Very nice work!
Although lacking some MO space, would a gg ench crafted Circlet may be better than
The Allseeing Eye
The Allseeing Eye
Coronet (4)

Defense: 58 to 106
Required Dexterity: 17
Required Level: 6
+1 to All Skills
+10% to Physical/Magic Spell Damage
(4 to 5)% to Strength
+(31 to 50) Defense
+5 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Dexterity: 36
Required Level: 23
+1 to All Skills
+15% to Physical/Magic Spell Damage
(8 to 9)% to Strength
+(71 to 90) Defense
+10 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Dexterity: 85
Required Level: 41
+2 to All Skills
+25% to Physical/Magic Spell Damage
(12 to 13)% to Strength
+(111 to 130) Defense
+15 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Dexterity: 183
Required Level: 49
+2 to All Skills
+35% to Physical/Magic Spell Damage
(14 to 15)% to Strength
+(131 to 150) Defense
+20 Mana after each Kill
Socketed (4)
? Or is the Str Bonus just to good to give up enabling equip of str req gear?
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DonkeyNeutron
Prowler
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Make a stormblast barb to kill sammy? Don't you mean abyss sorc? :kappa:
Theuberelite
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mortimer_85 wrote:Although I lack skill to do what you do with this sin on stream, I must admit that only from reading this guide, I feel enabled to do all the content with this build without any experience.
In other words: Very nice work!
Although lacking some MO space, would a gg ench crafted Circlet may be better than
The Allseeing Eye
The Allseeing Eye
Coronet (4)

Defense: 58 to 106
Required Dexterity: 17
Required Level: 6
+1 to All Skills
+10% to Physical/Magic Spell Damage
(4 to 5)% to Strength
+(31 to 50) Defense
+5 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Dexterity: 36
Required Level: 23
+1 to All Skills
+15% to Physical/Magic Spell Damage
(8 to 9)% to Strength
+(71 to 90) Defense
+10 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Dexterity: 85
Required Level: 41
+2 to All Skills
+25% to Physical/Magic Spell Damage
(12 to 13)% to Strength
+(111 to 130) Defense
+15 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Dexterity: 183
Required Level: 49
+2 to All Skills
+35% to Physical/Magic Spell Damage
(14 to 15)% to Strength
+(131 to 150) Defense
+20 Mana after each Kill
Socketed (4)
? Or is the Str Bonus just to good to give up enabling equip of str req gear?


I've tried crafting a better circlet, and the problem comes in the same way as crafting a good claw, except it's even harder to get something better on the helmet -- you're looking for 2 good prefixes (+3 with spell or phys/magic... and im not entirely sure phys/magic spawns). I'm sure it's possible to get something better, but I've tried and it seems extremely unlikely. That, and a good claw would be more of an upgrade (+5 with 30+ PMSD before bless, assuming it's possible...).

I'd have to try more maybe to see at the very least what's possible on a crafted circlet, but my experience was that it simply wasn't worth it. That was a month ago though..

In other news, will update this post a bit more tomorrow. Got a few vods available now.
mortimer_85
Cog
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Some thoughts about what you wear on your head again.
I know that your damage will go down quite a bit but could you imagine that
Dark Pact
Dark Pact
Circlet (Sacred)

Defense: 505 to 571
Required Dexterity: 262
Required Level: 100
(Assassin Only)
You Have Bloodbath
Orb Effects Applied to this Item are Doubled
40% Combat Speeds
5% Chance to Avoid Damage
Socketed (4)
is a nice boost in survivability with double MO for customizing a bit.
Another option might be one of the runewords
Eulenspiegel
Eulenspiegel
Circlets

'Thur'
Runeword Level: 84
+(31 to 50) Energy Factor to Spell Damage
1% Chance to cast level 1 Teleport when Struck
+2 to All Skills
20% Cast Speed
(21 to 25)% to Dexterity
(21 to 25)% to Energy
,
Wintermute
Wintermute
Circlets

'Qor'
Runeword Level: 100
+2 to All Skills
+(16 to 20)% to Spell Damage
+(1 to 9) to Mana Coil
+750 to Mana
Elemental Resists +(31 to 40)%
Total Character Defense (21 to 30)%
Requirements -40%
or
Indigo
Indigo
Circlets

'Shaad'
Runeword Level: 100
+100 Energy Factor to Spell Damage
+2 to All Skills
50% Cast Speed
-(13 to 15)% to Enemy Elemental Resistances
+20% Enhanced Defense
-500 Defense
Maximum Elemental Resists +2%
Requirements -100%
.
I know that all of them have at least one modifier that we do not need on our ssin, but max res, EF, all res or cast rate is always nice to have.
Depending on your Energy Value the EF RWs may not fall down in damage that much...

If you have considered all these options and did not see any benefits than I apologize for spamming.
Theuberelite
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mortimer_85 wrote:Some thoughts about what you wear on your head again.
I know that your damage will go down quite a bit but could you imagine that
Dark Pact
Dark Pact
Circlet (Sacred)

Defense: 505 to 571
Required Dexterity: 262
Required Level: 100
(Assassin Only)
You Have Bloodbath
Orb Effects Applied to this Item are Doubled
40% Combat Speeds
5% Chance to Avoid Damage
Socketed (4)
is a nice boost in survivability with double MO for customizing a bit.
Another option might be one of the runewords
Eulenspiegel
Eulenspiegel
Circlets

'Thur'
Runeword Level: 84
+(31 to 50) Energy Factor to Spell Damage
1% Chance to cast level 1 Teleport when Struck
+2 to All Skills
20% Cast Speed
(21 to 25)% to Dexterity
(21 to 25)% to Energy
,
Wintermute
Wintermute
Circlets

'Qor'
Runeword Level: 100
+2 to All Skills
+(16 to 20)% to Spell Damage
+(1 to 9) to Mana Coil
+750 to Mana
Elemental Resists +(31 to 40)%
Total Character Defense (21 to 30)%
Requirements -40%
or
Indigo
Indigo
Circlets

'Shaad'
Runeword Level: 100
+100 Energy Factor to Spell Damage
+2 to All Skills
50% Cast Speed
-(13 to 15)% to Enemy Elemental Resistances
+20% Enhanced Defense
-500 Defense
Maximum Elemental Resists +2%
Requirements -100%
.
I know that all of them have at least one modifier that we do not need on our ssin, but max res, EF, all res or cast rate is always nice to have.
Depending on your Energy Value the EF RWs may not fall down in damage that much...

If you have considered all these options and did not see any benefits than I apologize for spamming.


I considered them a bit. Eulenspiegel isn't terrible and neither is Wintermute, but I don't think they'll make any noticable difference. Indigo certainly wouldn't I think. I suppose I can try them quick though, except for Indigo because I don't have a Sha'ad (and I really can't see that being better -- I could craft something similar pretty easily I think specifically for shuri sin, indigo is mostly good for elemental builds).

I would certainly use Indigo for Teganze farm if I got lucky early getting one, but farming for a Sha'ad is kinda... yuck. Late game you have enough damage reduction and avoid that you shouldn't need it.

Dark Pact gives up too much offensively but it is incredible. That circlet is mostly ideal for Hades Gate, or better yet, throwsin.