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[转帖]DIY PVP sin guide

Goodsilien
1 周前镜像同步0 回复
This is a DIY guide for upgraded PK/PVP fans to build their own sins with regard to their respective disposal, so it's a extensive guide not limited to secific kind of sin. This guide will mainly be categorized through skills, and those intend to make use of this post will decide theirselves what skill their sin will to employ and what kind of sin will they want to feed up. I. status distributions Generally speaking sins are not likely to be dependent solely on melee abilities so that we usually don't need excessive str/ dex to boost up phy dmg. In most cases we distribute our stat point in the following 2 ways according to whether we need extra dex for better shield blocking rate or not, namely: I.a Str and dex enough for item req, rest in vit..if not wearing a shield I.b Str for item req, dex for blocking req( 70%+ would be fine, usually 75%), rest vit...if wearing a shield II. Skill descriptions Generally skills= accessory skills( those that strength ourselves, positively or passively, or summon a partner, or spell a curse) and attacking skills( according to range/radius there are melee skills/ semi-rangers/ range attacks) Only those skills I think helpful for our PVP/PK use will be alynized, even so we get many skills to tell about: II.a Dragon talons( Talon for short) .melee good melee skill especially for its outstanding attack speed and frequency( 2frame, 5-6 hits) Usually we don't need max talon..for its AR is ok, its dmg not very dependent on lvls, and its hit fixed every 6lvls, namely 24lvl/ 30lvl/ 36 lvl with items will be appropiate. dmg of talon relies heavily on element resources/ OW, at the same time, its fast multi-hitting features makes it a wonderful way to trigger those ele/ow dmgs, so talon should be accopanied with Venom and high OW, and the best weapon for talon is Azurewraith( huge e-dam) or runeword Malice( 100% OW) Talon is doomed to be an accessory skill coz it's inferior to many other melee attacks: smite/ ww/ zeal etc. anyhow it'll be deadly if ur opponent r not expert melee, and after all it costs only 13-15 pts and requires little on items. II.b Dragon Flight( DF for short). semi-range/ melee DF is a must for most builds. there are 2 main use for DF, one as a moving skill: the sin will get on rightly near the opponent after DF, which makes it easy for a sin to allocate/ pursuit the opponent. in this stand, only those sins who never need to get close to the enemy can go without DF. and DF is also effective as a phy attack skill. it'll reach 2k-3k dmg with right kind of boots if maxed, and the ar is high enough, in fact ar doesn't matter much for DF, coz skilled user of this skill will only cast it when the opponent are running,in which time Def would be ignored. what's more, DF could also be used to trigger certain on-striking curses( namely AD) II.c Dragon Claws( DC for short).melee Some dual claw sins may use this skill for its tremendous ar..but it is not a very strong melee skill. II.d Claw Mastery( CM for short). passive accessory CM is a good backup for those melee sins with claws( mainly ww sins), max if using claws to melee and 1 pt if not II.e Burst of Speed( bos fot short). positive accessory bos will greatly increase both attacking speed and run/walking speed in a certain time, there's no reason not to use it, 1 pt is enough for most builds. II.f fade. positive accessory.(exclude with bos) fade is good, it bonuses both res and dr plus sharply reduces curse durations. but the main obstruct for this skill is that it'll override bos. So only those builds who don't care much for speed( ww tanks mainly) would adapt fade. II.g Venom. positive accessory venom will give great amount of poison dmg on weapon attacks/ kicks/ black traps. Many effective attack skills depend largely on venom as the major source of dmg( kicks, GA, blades). so max it whenever u get free extra skill pts. II.h Weaon Blocking( WB for short). passive accessory WB will be activated only in dual claws status. it'll block away almost all kinds of attacks( except auras and some fire skills) it'll reach 60% blocking rate with low pt attributions but effect of further pts is marginal. keeping 62% blocking if getting enough free pts, otherwise 60% is also fine. II.i shadow warrior( SW for short). positive summoning SW is a good assisstant as she could always cast the same skill as ur hotkey defines, but we seldom summon her coz the SM is better off in all respects. II.j shadow master( SM for short). positive summoning SM is great. She's a successful assassin that will always surprise you. the only reason we needn't her is that once she's slaughtered it'll take 6 seconds to call forth another one, and in this peroid we couldn't DF, except this minor flaw SM is adviced to invest some pts in as long as you get extra pts left. II k. mind blast( MB for short). semi-range attack MB is extremly useful for almost all sin builds. on one hand, it;ll stun ur enemy and during the stun length ur enemy will fall Hit Recovery upon every trap attack regardless of the dmg, on the other, MB always hits, ignores block/def, and have 33% chance KB. so it's both a good means of lock skill and a effective attack( especially when AD triggered) II l. fire blast( FB for short). semi-range attack FB is the most powerful trap skill if we invest much pts in. it'll reach around 5k fire dmg with 60 pts in trap and could be further boosted with +%fd items. One important feature for this skill is that also it's a fire trap, it could benefit from lightling trap synergies, thus makes sins possible to hybridate both trap at one time. FB couldn't hit well, especially when far from the enemy, but if throwing a FB face to face, it'll be big surprise for those melee tanks -_-! II.m. wake of fire( wof for short). semi-range summoning Due to it's hit frequency, wof is the best trap in terms of locking, in this means all kind of sins need 1 pts in wof. II.n. lightling sentry(LS for short). range summoning LS is powerful if fully invested, and it's worth such investment. 80 pts in LS= 9k+ ld= ur opponent dying hard once without 95%lr LS is also the best skill for dirty use, townguarding/ naked killing, and so on. plus it's a big nuisance for all mercs and summonings. 2k+dmg LS= no merc/grizzly/SM/valky in front of u; 5k+ dmg LS= no skeletons regardless of their lvl/res. II.o. blade sentinel( sentinel for short). semi-range attack sentinel could carry ele/ow dmg, so it does hurt in spite of its little phy dam. 1 pt in sentinel is ok since more pts only affect durations. II.p. blade fury( BF for short). range attack BF could be used to directly attack, especially against those ranger opponents like BH dins or necros; also BF is a mana saving skill in trap-mb lock, when u need no more trap and don't wanna push ur opponent back with MB, change the hotkey to BF and u will lose less mana. II.q. blade shield( BS for short). melee summoning BS range=6, always hits per second, so it do help if u r meleeing all the time, also BS is a good way to trigger on-striking curses. III. Skill allocation considerations Most pvp/pk sins are likely to be around 85-93 lvl, less lvl implies less ar and less skill pts while higher lvl is hard and too time-consuming. So generally we have 95-104 pts to characterize our sins. The following will be some primary consideration to dispose these some 100 pts. I will not talk about some already publicly known builtds such as pure WW sin/ pure trap sin. My main concern is about how could we maximize our sin with this limited skill pts. III.a. skill-item relations To make best use of a skill we need appropriate items, and as sins are likely to employ more than one skill at one time, how to compromise our item for multi skill use need some discussion. firstly we should make sure which skill is major. the major skill is the most powerful in devastating the opponent and lest possible to be ignored/immune. Remember taht major attacking skill is not the skill we put most pts in, eg: LS would always be supplimentary even with 80pts allocated, and GA could probably be major attacking with ZERO skill investment. Our items should always based on our major attacking:items for WW sins will be AR-orienated while for a MBer it'll likely to emphasize more on FCR, and so forth. Major attacking could vary, even for sins with exactly same skill distributions: those with maxed SM+ MB + VENOM could be effectively good MBers, while at the same time they are also nice GA sin if rightly dressed up. Major attacking skill usually would be: WW/ GA/ MB/ DF/ talon WW needs AR items, high Venom lvl( unless antidote permitted), high OW. dual claw would be better for WW sin GA needs Widowmaker( so no ga sin in non-ladder T_T),extremely high frw, high Venom lvl, high OW, some ias( 15%- 20%). KB/ slow is preferable for GA sin MB as main attacking, needs high shadow skill lvls, high fcr( namely 105%),extremely high mana extremely high frw, chance to cast AMP on striking and at the same time a good way to trigger it DF needs high MA lvls, good boots, high OW, high frw, good merc and good SM Talon needs high MA lvls, good boots, high lvl Venom, high OW, tons of ele dmgs The secondary skill ( or even 3rd skill -_-)is also worth attention, it's usually the same dealy as, if no more than, the major attacking, if ur opponent are not prepared enough for it. and even the enemy does some preparations, these preparations are at the same time great restriction on his items making him less aggresive or our major attaking more effective. in some cases backing up a powerful secondary skill will benefit more for ur major attacking, especially for LS. To what degree whould we balance our item between major and secondary is for our own considerations ------ after all we are unwilling to see all sins in the same uniforms... however we should always bear in mind one doctrine that to weaken ur enemy and to strengthen urself will both do good for ur side, which means will be better calls for detailed experiment and practice. secondary skills are usually: talon/ DF/ WW/ GA/ LS/ FB/ wof/ sentinel/ BF talons needs as high ele dmgs as possible, high ow as well DF needs OW, SM, merc, and of course good boots WW needs some ar, OW GA needs OW LS : 2k dmg ls( 40pts in) needs nothing // 5k dmg ls (50 pts in) need 7-8 extra trap GCs// 5k dmg LS(70-80 pts in) needs nothing// 9k dmg LS(80 pts in) need 8+ extra GCs. FB: 3k FB (60 pts in) needs nothing // 4k FB ( 60pts )needs 7-8 GCs, 5k FB( 80 pts) needs GCs wof: nothing sentinel: Venom, OW and ele dmg sources BF: venom, OW and ele dmg sources Above are some description of these secondary skills, as we can see, many of these skills ask for common item requirement, that's true, but generally we don't need more than 1 or 2 of them coz they are functioning almost the same thing. III.b. inter-skill relations In this part we will consider which skills should we adapt. Our main concern is that: try every possible means to weaken and restrict the opponent and backup ourself and at the same time avoid our distributes too scattered. Usually when we decided our main attack, we don't need a secondary attacking of the same function, and more importantly, we have only some 100 pts, among which not many skills could be evenly looked after. Generally: WW needs venom/ SM/ CM/WB as backups, GA needs Venom for dmg and traps to ensure ur opponent unlikely to use GA against u, and SM as bodyguard MB needs SM as final-up killer DF needs SM as co-worker talon needs Venom besides above consideration we are free to put rest pts in whatever place we'd like to. III.c. PVP or PK? That ur sin is for PVP use only or would also go to open PK room is of certain significance in distributing skill pts. PVP games are under strict regulations that may differ between realms/ clans. For those duel clan that allow antidote, pts in Venom are waste, while for where total absorb items are banned, traps will be nice major attacking then. Besides this, pk sins usually need at least 2k dmg( 40 pts) ls to be able to townguard or naked kill, and Mb is of no use at all as an attacking means in pk game since there are many potion drinkers there. III.d. Targeting char The skills you will employ depend largely on what type of opponents your sin is built up to face. In this consideration there will be far more than 7 class of chars, each char class varies for a great range. Your sin are not likely to be well determined for all builds, she should specify on a small group of opponents( eg, melee~ mage~ necro, an so forth), (and bset) while avoid being totally useless in coping with others. For instance, a WWsin+ trap is well defined as anti-melee din type, but it would be hard for this very sin to beat a barb; which is a easy cake for GA build. Usually: WW is good against melee chars except barb ( namely din only -_-) GA is good against all chars except melee din/sin MB is good against all melee/semi-range chars DF is especially good against mage chars except necro/bh din talon is good against mage chars except necro/bh din IV. Items to be continued...
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