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The theme of these subclasses is that a Frostmaiden does not pick fireskills nor does an Immozon use cold skills. This limits the subclasses to just one damage type and it is often seen that instead of picking a build related to the modern Magazon. This means that next to either cold or (NOT "and") fire damage, the amazon now has also physical damage at their disposal, which makes it easier to compete with immune creatures later on.
==Frostmaiden==
Frostmaidens focus their build initially on doing massive cold damage. They max the cold skills Ice Arrow and Freezing Arrow. At times they even max Cold Arrow for the early levels, but that's an extreme. They try to get as high as a freezing length with these skills as they can. This is done by using more cold damage gear and more cold damage charms than Magazons. Since Frostmaidens should be able to spawn Freezing Arrow without having to switch to alternative skills, they need a good balance between manaleech and physical damage.
One can pick high manaleech and less emphasis on physical damage by using Magewrath bow and some other manaleech gear like Gloom's Trap belt, Crescent Moon amulet or a manaleech/dual-leech helm like Darksight, Vampiregaze (also good cold damage), Tal Rasha's Mask or Stealskull. For this (15+% manaleech) some critical strike and a low total dexterity value of about 200 is enough.
One can also pick more physical damage and use only one source of manaleech (less than 10% is possible). For this the better exceptional bows (Lycander's Aim, Goldstrike Arch) with a dexterity value of about 300 is good or an elite bow (Eaglehorn, Windforce) with a dexterity value of about 200.
Ice Arrow is mainly used on physical immune creatures and the skill used on cold immunes is either Strafe or Multiple Shot, some opt for Guided Arrow.
For dual-immune cold/physical creatures, the Frostmaiden is forced to use either lightning, fire and poison damage charms or switch to a bow that does good fire, lightning or poison damage. Kuko Shakaku, Skystrike, 6 Emerald socketed Bows, Venom bows, or magical bows with good fire or lightning damage mods are often put on weapon switch.
==Immozon==
Immozons max Immolation Arrow and often also Exploding Arrow. Fire Arrow is sometimes also maximised for the early levels, but in the current version 1.09 it is kept at level 1. Immozons are a lot harder to play with than Frostmaidens because it's natural not to choose any source of cold damage for these characters. The lack of a chilling factor for the Immozon can be fixed by a few different methods.
* Using an item with the mod "slow target by X%". In the current version 1.09, this feature is bugged in the sense that the monster on the server side is slowed by a different amount than the monster shown on the client side. This means that monsters on the server side can be right next to you whilst they are shown still half a screen away on your computer. When they attack you they seem to "teleport" right next to you, surprising you and when fighting masses they can surround you without noticing it. A dangerous feature at the moment.
* You can pick an Act 2 mercenary that has the Holy Freeze Aura to slow monster in a natural way. No risk of teleportation with this one, however monsters can shatter on death, which is not really fitting to the theme of the Immozon.
* What also helps is knockback, but that can be hazardous for using Immolation Arrow, since it knocks creatures backwards, outside the small firewall you laid under their feet. When knocking monsters into a wall the problem is solved, but in areas without walls you may have a problem.
As an Immozon you don't need much manaleech since Immolation Arrow is a mana-intense skill, but it cannot be used continuously due to its timer in version 1.09. You are forced to switch to your secondary skill which is either Fire Arrow, Exploding Arrow or Multiple Shot/Strafe/Guided Arrow. One minor thing about Exploding Arrow in version 1.09 is that you cannot leech with it. One minor thing with Fire Arrow is that it converts a lot of your physical damage into fire damage in version 1.09.
This means that you don't need much manaleech for Immolation Arrow, but also that for Exploding Arrow you won't be able to leech and that for Fire Arrow you cannot leech much either. The Immozon therefore does not need to include much leech and it can be build similarly to the traditional Magazon, if it weren't for fire immune creatures.
For physical immunes Fire Arrow, Exploding arrow and Immolation Arrow will all do well, but for fire immunes you need another damage type. You can use Multiple Shot and Strafe for if you choose physical damage and build your Immozon as a Vamp. You can also build the traditional way and deal by using either lightning and poison damage charms or switch to a bow that does good lightning or poison damage (remember that cold is rarely used for this subclass). Skystrike, 6 Emerald socketed Bows, Venom bows, or magical bows with good lightning or poison damage mods are often put on weapon switch.
==Physical Damage Bowazons==
After these elemental builds I could discuss my elemental Maiden, but since that build can be created for both Spearazon and Javazon alike, I'd best discuss that later. So it's now up to discuss the builds that have as a main purpose the doing of physical damage. First up...
'''Dexazon'''
The theme of the Dexazon is to invest as much as she can into acquiring the highest dexterity possible. This means they increase their physical damage tremendously. They also focus on at least 1 physical damage skill, but are often also found to make use of 1 or more elemental skills for variation or as use against physical immune creatures. As for the Magazon there is a lingering debate about what a true Dexazon is. This actually falls apart in two arguments of which one is on statpoint allocation and the other on equipment choice.
'''Statpoint allocation:'''
The majority of people find that for this a true Dexazon puts all her statpoints into dexterity, but for others it is acceptable to allocate some points into vitality and strength (for items). Putting points in vitality will boost your life to better values and putting up some strength saves you from the risk of body-popping.
'''Prevent body-popping argument'''
Body-popping is the exploding of your body, dropping all your equipped items on the ground creating an "item shower". I have often noticed that if you die when having an item on your cursor, you automatically pop, dropping all items on the ground, rather than in a corpse. However, this is not the kind of popping that I mean here.
Items have a strength and dexterity requirement. When you cannot wear an certain item (called "Y") yet due to dexterity or strength requirements, you can equip other items that have +strength or +dexterity mods and that can "aid" you in getting the requirements for equipping item Y. Nothing wrong with this unless you un-equip some or all of your items, so that you cannot use item Y anymore. It will show red and shaded in its item slot.
Now... when die you "un-equip" your items. Normally when you pick up your body there is nothing wrong. You simply re-equip all your items, but... every item is fitted into your inventory first, before equipping it. When you don't have enough room to fit certain items in your inventory and you don't meet the requirements to wear it, you will not be able to equip everything anymore, on which you will still see part of your body still on the ground and when you look at your inventory, not all the items are equipped on your paper doll. Your amazon will also say: "I am overburdened".
When you get killed in this state, the items you have equipped on the time of this second death would normally fall into a body, but since you already have a body lying on the floor, the equipped items will simply disperse and fall on the ground. This is a body-pop: making an "item-shower" on death because you cannot re-equip every item from your first corpse.
One simple cure is to not fill your inventory, but keep some room. In that case the items you cannot re-equip will simply be put in your inventory. Beware that on death your potions will be placed in your inventory first, so before re-equipping yourself by picking up your corpse, you may want to ditch these potions first.
For Dexazons, dexterity requirements aren't a big problem, however, without allocating statpoints in strength, the strength requirements can be problematic. You can lower requirements by using Hel runes or the lower requirement mod that can spawn on jewels. Socketing those in armor, weapon and helmet can save some problems, and by equipping strength charms you also fix a part of the problem. Other equipment can still need high amounts of strength though, so this is why people are accepting strength-Dexazons nowadays. Simply to prevent body-popping.
Overall:
Strength to wear items/base
Dexterity: rest
Vitality: some/base
Energy: base
Gear choice:
The second debate on the nature of true Dexazons is whether they need to wear only gear that adds dexterity or if they are allowed to use any gear they prefer. There is not much I can say about this other than that I myself use the following full Dexterity gear. It's just an example of what's possible.
Kirsty's Dexazon Equipment.
- 3-socketed helmet and 4-socketed armor with 7 jewels, +9 to Dexterity and Strength
- Amulet of Nirvana (+30 Dexterity)
- Eaglehorn (unsocketed)
- Tal Rasha's Fine-Spun Cloth (Set Mesh Belt)
- Rare Gloves (+25 Dexterity, 5% dual leech, +15 Strength)
- 2 Raven Frosts (20 dexterity each)
- Cow King's Hooves (Set Heavy Boots)
- 20 Large Charms of Dexterity (+5 Dexterity each)
Note that this setup is slow, but using Strafe as attack and seeing the killing power it doesn't matter.
Good +dex gear options. Mind that some of this gear requires a lot of strength. I leave it up to you to find out how much you're willing to spend in strength or in items that boost strength for equipping these items. Speed, leech, life and resist I also leave open for you to fix.
Helmet: Crown of Thieves (25), Ondal's Almighty (15), Natalya's Totem (25)
Armor: Greyform (10), Twitchthroe (10), Crow Caw (15), Atma's Wail (15), Vidala's Ambush (11), Aldur's Deception (15), Armor of Precision (11-15)
Amulet: The Nahim-Oak Curio (10), Saracen's Chance (12), The Cat's Eye (25), Amulet of Nirvana (21-30)
Weapon: Buriza-Do Kyanon (35), Magewrath (10), Lycander's Aim (20), Eaglehorn (25), Bow of Nirvana (21-30)
Gloves: Immortal King's Forge (20), M'avina's Icy Clutch (15), Gloves of Nirvana (21-30)
Rings: Raven Frost (15-20), Ring of Precision (11-15)
Belt: Razortail (15), Credendum (10), Tal Rasha's Fine-Spun Cloth (20), Belt of Precision (11-15)
Boots: Waterwalk (15), Tancred's Hobnails (10), Cow King boots (20), Sander's Riprap (10), Boots of Precision (11-15)
Early bows and crossbows: Leadcrow (10), Ichorsting (20), Hellclap (12)
The side of Low Strength mostly non-dexterity gear: Just some suggestions. I will only list the strength, and only for items up to 65, which is manageable for an average Dexazon setup with little strength modifiers.
Helmet: Undead Crown (55), Peasant Crown (20), Rockstopper (43), Stealskull (59), Black Horn Face (55), Harlequin Crest (50), M'avina's True Sight (0), Natalya's Totem (58), Naj's Circlet (0), Tal Rasha's Horadric Crest (55)
Armor: Greyfrom (20), Twitchthroe (27), Spirit Shroud (38), Skin of the Vipermagi (24), Skin of the Flayed One (43), Spirit Forge (44), Duriel's Shell (65), Que-Hegan's Wisdom (55), Haemosu's Adament (52)
Gloves: Hands of Broc (0), Bloodfist (0), Venom Grip (20), Gravepalm (20), Ghoulhide (58), Laying of Hands (50), M'avina's Icy Clutch (20), Magnus Skin (20), Sander's Gloves (20)
Belt: Lenymoe, Goldwrap (45), Bladebuckle (60), String of Ears (20), Razortail (20), Gloom's Trap (58), Nosferatu Coil (50), Credendum (65), M'avina's Tenet (20), Tal Rasha's Fine-Spun Cloth (47)
Boots: Hotspur (0), Goblin Toe (50), Infernostride (20), Waterwalk (18), Natalya's Soul (65), Sander's Riprap (18)
Weapon: High damaging unique and set bows require lots of strength. You can choose for:
Witchwild String (65), Endless Hail (58), Kuko Shakaku (53), Langer Briser (52), Pus Spitter (32)
Or pick an elite bow with a Cruel mod or some other from of enhanced damage:
Shadow Bow (52), Spider Bow (64).
Amulet and Rings: anything to make up for your deficiencies.
Combinations:
- Death's Hand (gloves) + Death's Guard (belt).
- 2 items out of: Sigon's Wrap (60, belt) + Sigon's Gage (60, gauntlets) + Sigon's Sabot (70, boots)
- The Cow set is nice, all or individual: Hat (20), Hide (27), Hooves (18)
The Dexazon is an amazon that is built for doing high physical damage. Due to it's Dexterity it also has extremely high Attack Rating, perfect for the non-autohit bowskills. The main bowskill choice is therefore either Multiple Shot, Strafe or Guided Arrow. More often Guided arrow is just used as a secondary skill because it is lousy in crowd control. Secondary an elemental skill is used. This is most of the time Freezing Arrow for area effect and good cold damage. Because physical damage is so very high leeching is easy and 5% manaleech is enough to spawn Freezing Arrow continuously.
Physical immune creatures give problems and the Dexazon needs some way to solve this problem. They cannot shoot freezing arrows too much because they don't have the large amount of mana and fast replenishment as the Magazons do. Their options are elemental damage charms, using a mercenary that is filled with elemental damage sources or use a bow on switch that contains good elemental damage. For a group of physical immunes the amazon can attack each of them separately, but another option is to use strafe to deliver the damage to multiple creatures at the same time. When mana runs out however, it's back to normal attack or skills that cost little mana like magic arrow, high level guided arrow or one of the low level elemental arrows.
The suggested skills are summed up by:
* Multiple Shot: 1-15 or Strafe: 6-20
* Guided Arrow: 1-20
* Freezing Arrow: 20 or another elemental skill
* Critical Strike: 20
* Pierce: 8+ (65%+)
[[Category:Amazon Strategies]]
[[Category:Amazon]]