Guide:Amazon Subclasses v1.09, by Celine
Certain Amazon Builds have been around nearly from the day Diablo2 became playable on the realms. Last time I tried to describe them I kind of forgot the old ways and just listed what was more accepted nowadays, many years later. A lot of changes have taken place, skillwise and itemwise. I felt it was time to elaborate the descriptions of the subclasses I listed and discuss the evolution that has taken place. First I will have to explain the main classes and then we'll dive into the subclasses.
One note in advance that whenever I give a list of items, it is only to give some options. They are often unique items or set-items. It is merely a guideline, because people are overall familiar with these items. I will most of the time not list the exact reasons for indicating them either. If you are not familiar with their names, you can check their statistics on Diabloii.net or the Arreat Summit and hopefully see what's so special about them (explaining every little detail of the items will make this guide tenfold in size). There are countless possibilities open, so feel free to experiment. Sometimes experimenting is only allowed within bounds though, but you'll know when you read the subclass themes. So here we go....
Contents
Main Classes
First an important explanation of amazon classes. We distinguish amazons in several classes related to the weapons which she actively uses throughout the game. She can be proficient in three weapon types, meaning that she can use certain skills with them to boost damage or to get some sort of special effect. She is non-proficient in all the other weapon types. The weapons amazons can specialise in are:
- Bow or Crossbow
- Spear
- Javelin
From this we have defined four main classes.
Bowazon: The pure Bowazon is an amazon that only uses bow or crossbow-type weapons.
Spearazon: The pure Spearazon is an amazon that only uses spear-type weapons.
Javazon: The pure Javazon is an amazon that only uses javelin-type weapons.
Tankazon: The pure Tankazon is an amazon that does not use weapons in which she can be proficient. This means no spears, no javelins and no bows or crossbows.
The Hybrid: Next to these pure classes we have the mixture class, the Hybrid. A hybrid is a character that actively uses weapons from two different proficiencies or one weapon from a proficiency and one weapon in which she is not proficient. There are 6 hybrid types.
- Bow/Javelin
- Bow/Spear
- Javelin/Spear
- Bow/Weapon, in which amazons can't specialise
- Javelin/ Weapon, in which amazons can't specialise
- Spear/ Weapon, in which amazons can't specialise
If an amazon uses two different weapons in both of which she cannot specialise she will not be a hybrid, but just be a Tankazon. Example: Sword using amazon with an Axe on weapon switch.
Definition of being a pure class
Generally speaking people look at the main amazon classes and think that it's all about skillpoint allocation. People think that Bowazons are amazons that do not allocate any skillpoints in the spear and javelin proficiency tree. Spearazons don't use the bow or javelin tree and Javazons don't use the spear or bow tree.
I'm now going to state that this is not true. All the decisions you have made for your amazon concerning skillpoint allocation have no influence on being a pure amazon or a hybrid. It is the usage of weapons that puts you in a category. When you are leveling up you may not have set your mind yet or you are experimenting with certain skills. And anyone can make a little clicking mistake when assigning skills. You can always change the weapons you use, but you cannot go back on skill choices. Skillpoint allocation therefore should not define the main class you play. Your final decision on which weapons to use (and thus to a degree on which skills you will keep using) will define what class you are in the end.
Note that: Skillpoint allocation often does define the subclass you play.
Take for instance the Javazon. She uses purely javelins to either throw them or use them as a melee weapon and for that she can pick spearskills to aid her in battle. A Javazon does not have to be purely ranged, though she can be. Take a Tankazon using a two-handed axe like Hellslayer. She can easily discard the axe and start to use a spear for the rest of her "life". The switch from axe to spear will make her a Spearazon for the rest of the game even though she has no skillpoints allocated in her specific proficiency tree. The reverse is also possible.
These example show that even a Bowazon can have skillpoints allocated in the spear and javelin tree; that Javazons and Spearazons similarly can have skilpoints allocated in the bow and crossbow tree; and that Tankazons can have points in any tree. The distinction lies that pure classes no matter in which skill tree they invest points, they will not be able to use them all.
Most of the time the choice of the amazon main class is permanent, because once people invest points in either the bow, spear or javelin tree they tend to stick with it, but people are allowed to reconsider.
Definition of being a hybrid
To be a pure class you have to use either two weapons of the same type or have an empty weapon switch. To be a hybrid class you have to use two different weapons. I don't think much more explanations are needed, but there have been a few bends to the rule.
1. You may have read Flux Lightning Fury Javazon guide in which he describes that he uses Buriza on his weapon switch for which he has maxed guided arrow. Well... to his reasoning he stated that the crossbow isn't used that often so technically he would still be a pure Javazon. Given the former explanation this assumption is false. He actively uses this bow to fight act bosses, boss packs, certain kind of immunes, so by his own statements he says he's using two different weapons to great extent. It is important for survival and therefore, the Javazon the way he describes it is a hybrid. Some people will disagree with me, but I feel this is bending the rule just a little bit too much, since you really rely on both weapons.
2. When playing you solely use javelins, but when you face Duriel you decide to use a spear instead. Immediately after Duriel you ditch the spear and keep using javelins solely. Since this really is a one-time occurrence you are not a hybrid, though you have used it actively. This example is very debatable since the usage of the spear is important for survival.
3. When doing magic find runs you have the option to equip your mercenary with additional magic find and let him do the killing while you switch to weapons that contain more magic find. For instance, you are a Bowazon and just before you get the final blow on an act boss, you switch to an Ali Baba sword and a "Rhyme" shield and let your mercenary kill the boss. In this case you are not "actively" using the sword. Just switching weapons to see how impressing an amazon looks with a sword or just for the sake of gaining more magic find does not make you a hybrid or stray you from your class.
In this case you don't use the sword or shield and hence you are not a hybrid, but a Bowazon.
Conclusion: The definition of your amazon class is dependant on how actively you use weapons of a certain type.
I hope you understand the concepts of the main classes by now. If you're still clueless then it's probably my way of explaining things. You may disagree and on that I can only say: "To each their own, but this is the generally accepted rule".
Every main amazon class can be played in many different ways. Over the years we have clearly defined several of these classes and labeled them as a "Subclass". Every subclass uses her skills, weapons or gear in a special and unique way, which separates her from the rest of the amazons.
Some subclasses may look a bit alike. Depending on the weapon used, some subclasses can be built for more than just one of the main classes. There are also a few themes that are/can be used for many of the subclasses and certain subclasses are known to be available or extracted from other character classes (in this case I mean extracted from a subclass belonging to the necromancer, paladin, barbarian, sorceress, druid or assassin).
Overall Passive Skill tips
I will describe the bow and crossbow skills, and the spear and javelin skills for every subclass, but the overall tips for passive skills I will list here before I dive into subclass area. Sometimes I do elaborate on their use. Also note that I sometimes give an overview of recommended skills, but do not list the required prequisite skills among them, or list over a total of the maximum 110 skills. This means you will have to decide for yourself which skills to sacrifice and which ones to build up.
Inner Sight lowers the defense by a set number. Later in Hell monsters will have defense of in the hundreds and maxed Inner Sight will only lower the defense by 73. It's not extremely helpful later on, but early on it is very nice to use. In dark areas it illuminates the creatures in range, which is always 13.3 yards. I wouldn't put more than 1 point in it though.
Critical Strike adds a chance of doing double physical damage. This is very helpful to increase the amount of life or mana leeched. When your amazon does good physical damage this mod will become more meaningful. When your amazon does low physical damage it will not help that much. For Magazons for instance, it's often not a skill to play with. Overall a value of 50% (level 8) is profitable enough, though some will prefer a higher chance. Be wary of diminishing returns at higher skilllevels.
There is also a special mod called Deadly Strike, which does the same thing as Critical Strike. Observing people will then think that both effects can be put to work, quadrupling the damage, however this cannot be done. Whenever you have both Deadly Strike and Critical Strike the game code will not add both effects at the same time. It will either do Deadly Strike or Critical Strike or none of the two.
Slow Missiles slows the projectiles of ranged attackers by 33%. This includes arrows, elemental missiles and even the charged bolts released by lightning enchanted creatures. A very handy skill to have and it's range is as for Inner Sight a steady 13.3 yards. It also illuminates the creatures and is a good replacement for Inner Sight. The higher the skilllevel, the longer it lasts. Normally it doesn't take long to kill creatures so it's enough to keep it at level 1. However a few additional points won't hurt. Level 5 gives 32 seconds, which is probably enough for you.
Penetrate increases the attack rating of your character. This works for all attacks, melee and ranged. Some skills don't require attack rating and if those are your main attack skills, don't bother putting many points in this one. You can check which skills require attack rating quite easily. Simply look at your character screen and check the box where attack rating is normally displayed. If it shows a number, the skill needs attack rating to hit monsters. If it doesn't show a value, the skill will automatically hit (auto-hit) and don't require any attack rating.
You can balance your attack rating value with increasing dexterity and increasing the penetrate skill. Dexterity gives damage bonus for amazon specific spears, bows and javelins. It also gives bonus to blocking for shields. It's therefore best to boost dexterity to a good height and then allocate some skillpoints in penetrate to increase attack rating. At least put 1 point in it.
Decoy is a skill that creates a copy of yourself which you can use to draw enemies out of hiding places or distract their attention from you. A Decoy has the same amount of life as you and can thus take as many hits as you. A level 1 Decoy may vaporise because the skill duration has ended, but it could have taken a lot more hits. Thus, when your life is low (<600) stick with level 1 Decoy, but when your life is higher (>1000) consider putting at least 5 points in it so that the duration lasts longer. A life value in between of course deserves 1-5 points. Cast your Decoy far in front of you to lure out creatures or cast it to the sides so that you won't be surprised by flanking attackers.
Valkyrie creates a Heavenly shining spearfighter to aid you in battle. Well... aid is a big word, since she does pitiful damage. She can take quite a few hits at higher levels and is handy to use together with Decoy. Send your Decoy to one side and cast your Valkyrie to the other side. Overall she is costly in mana at higher levels and because she does little damage people prefer to keep her at low levels. The idea is to find a balance between recastability (level 1) or duration (level 20) and overall the better balance is a skilllevel of 5 to 8.
Pierce will only help for ranged attacking. The arrow shoots straight through an enemy to hit whatever creature is behind it. It can pierce multiple targets and is incredibly helpful with many of the bow and javelin skills. Overall a value of 65% (level8) is enough, but more is always handy. Diminishing returns are worth it. Some items give a piercing bonus. This bonus is cumulative with the skill and therefore be careful with allocating too many points in this skill. Extensive testing has shown that 100% pierce still has a chance to not pierce. This may indicate that the mod from item and skill do not stack, but more research has given the indication that pierce may more likely be capped to 95% (as are many things in the game... chance to hit, maximum resistance, etc...)
Item | Pierce percentage |
---|---|
Razortail belt | 33 |
Storm Strike | 25 |
Kuko Shakaku | 50 |
Ichorsting | 50 |
Doomslinger | 35 |
Buriza-Do Kanyon | 100 (95) |
Demon Machine | 66 |
Vidala Set Bonus | 50 |
Dodge/Avoid/Evade
The amount of points allocated in these skills are really personal preferences. They have high diminishing returns, but it can be worthwhile in some cases. Especially for Spearazons and melee-Javazons will these skills need some attention.
Dodge is the chance to move out of the way of a melee attack when you are standing still. This is a very good skill to have when you are in the front of battle. It is less impressive when you are a ranged character whose purpose is to not get in contact with melee enemies. Depending on what type of player you are and your experience/choice of using Decoy, Valkyrie and/or mercenary, either keep it at level 1 (18%) or get it to higher levels (50% at level 12 is nice. 56% at level 20).
Avoid is the chance to move out of the way of a speeding projectile when you are standing still. It's good for both ranged and melee amazons, but again, depending on what experience you have with Decoy, Valkyrie and/or mercenary. Keep it at 1 (24%) if you know you don't need it or boost it a bit higher if you're uncertain (65% at level 20).
Evade is the chance to move out of the way of both melee and ranged attacks when you are running. If you plan to run a lot this is the skill for you (56% at level 20). If you think you don't need it, keep it at level 1 (18%)
Bowazon Subclasses
Magazon
Theme: Like a sorceress this amazon relies on her manapool. She has more mana than life and replenishes it the natural way. Like the sorceress the main idea is that she can spawn her most mana-intensive elemental skills without interruption or the pressing need to drink mana potions. In several of the previous patches, Freezing arrow and Immolation Arrow could not leech and thus mana had to be replenished the natural way.
Over the patches people have come to see Magazons as amazons that mainly use the elemental skills Freezing Arrow and Immolation Arrow. That they needed a lot of Energy and mana replenishment gear was not visible by the skills they use. Nowadays, manaleech is available for these skills and a second Magazon class has emerged, one in which manaleech is used to replenish mana. People still consider these new Magazons (also referred to as Vamps) as true Magazons because they somewhat wrongfully have that idea stuck in their head that:
Magazon = Freezing Arrow + Immolation Arrow
and they totally forget the fact that Magazons invest a lot of points in energy and the importance of mana.
Magazons are also often found to use +skills items to boost the damage of their elemental skills to kill quicker, but that is personal preference.
I will describe both of the Magazon subclasses.
Magazon build A: "the traditional Magazon"
The Magazon is considered the amazon that spends the main part of her statpoints in energy. Well.. some say all points should go in energy and that strength and dexterity requirements should be made up with items and charms. In this case the Magazon walks around with extremely little life unless it is made up by items or charms giving either vitality or life bonus.
The traditional Magazon relies on mana and mana replenishment gear to keep her manapool intact like a sorceress, while she is using the most mana-intensive skills available. Her build is not oriented on doing physical damage nor on leeching and therefore the damage she does is purely elemental which originates mostly from her skills. By choice she is often found to use a weapon that does do high amounts of elemental damage types other than cold or fire.
Skills that are predominantly used are Ice Arrow and Immolation Arrow as her main attacks or Freezing Arrow and Immolation Arrow. She does not use any of the central bowskills because these mainly require Attack Rating. With low dexterity these amazons don't have high attack rating and hence don't use these skills a lot. Guided arrow sometimes does get used to deliver possible elemental damage that is on the bow to a single stray monster.
The reason for the difference in the choice of cold damaging arrows can be related to the fact that both skills do good and similar damage. Ice Arrow does strong damage, though on only 1 (or after pierce a few more) creature(s) whereas Freezing Arrow is a high mana costly area attack. In hardcore Freezing Arrow often cannot be used continuously due to the fact that in hardcore many points are put in vitality and less in energy, so less mana is available.
Why not also Exploding Arrow is chosen nowadays relates to the fact that Immolation Arrow has a timer now and therefore can only be spawned once in a while. This lowers the mana cost over time and in between each Immolation Arrow the Magazon can now change to her cold damaging skill. In the traditional days, Exploding Arrow was a skill open for choice.
For this Magazon, some good sources mana and mana-replenishment gear are more or less these: (no strength value means no requirement or that it's a magical item, in which case requirement is item-dependant).
Item | Name | Req Str |
---|---|---|
Helm | Harlequin's Crest Peasant Crown Victorious Circlet |
50 20 - |
Armor | Que Hegan's Wisdom Skin of the Vipermagi Stealth (Tal-Eth) |
55 45 - |
Gloves | Frostburn Magefist Dragon's Gloves |
60 45 - |
Belt | Gloom's Trap Razortail Serpent's Belt |
58 20 - |
Boots | Silkweave Caster Boots Dragon's Boots |
65 - - |
Amulet | Civerb Icon Bahamut Amulet Amulet of Enlightenment |
|
Ring | Stone of Jordan Manald Heal Bahamut Ring Ring of Enlightenment |
To adapt the bow requirements to the choice of picking a high energy value and having a lot of mana for the skills, it leaves basically the following main choices.
Item | Req. Strength | Req. Dexterity |
---|---|---|
Kuko Shakaku Skystrike Doomslinger Langer Briser Pus Spitter Venom (Tal-Dol-Mal) |
53 25 40 52 32 Bow |
49 43 50 61 28 Bow |
This leads to a statpoint setup of:
- Strength: up to 65
- Dexterity: up to 65
- Vitality: your preference depending on softcore and hardcore play.
- Energy: rest
Note: one can only put points in energy and fix strength, dexterity and life issues with items and charms.
The tactics are easy enough. Use Immolation Arrow, provided the monsters are immune and switch to your preferred cold skill unless your foes are immune to that. Freezing Arrow pins your foes to the spot, on which Immolation Arrow lays down a smoldering wall of fire under their feet. By using a Valkyrie, a mercenary and a Decoy as bait you have little problems with your foes.
The idea is to get a good freezing time by using the cold skills and for that you can add cold damage gear and a few charms to lengthen the freezing time (each charm adds 1 second chill/freeze duration in normal, this is ½ in nightmare and ¼ in hell). This helps greatly for your Immolation Arrow fire damage.
Add a few lightning damage or poison damage charms for cold+fire immunes, or use a fitting bow that does lightning or poison damage. Magical ones can be bought at act vendors, but you can also socket your own. Try to find a 4-, 5- or 6-socketed bow and use either Topazes, Ort runes and jewels to add lightning damage, or use Emeralds and Tal runes to add poison damage.
The recommended skill choices are:
- Ice Arrow: 0-20
- Freezing Arrow: 10-20
- Exploding Arrow: 0-20
- Immolation Arrow: 20
- Guided Arrow: 1 just in case you meet stray creatures or cold and fire immune in one.
Passive skills extra notification:
Critical strike, only 1 as prequisite, no physical damage is done so no need to amp it. Penetrate, only 1 as prequisite, all skills used are autohit Pierce: in the 60% or higher will be okay. That's level 6 or higher. The rest can go into the other passive skills to your delight.
To max the usage of your pierce skill leave the skill at:
- 4 points = 49% if Kuko (innate pierce is 50%) is used
- 8 points = 65% if Doomslinger (innate pierce is 35%) is used
- 8 points = 65% if Razortail (innate pierce is 33%) is used
Magazon B: Modern Version, also called "Vamp"
This Magazon type relies more on leech than on natural mana replenishment, hence the name Vamp. Over the last months I've chatted with numerous people and I've come to the conclusion that people make Magazons in other ways too and with some limitations I second the thought that they are still Magazons. They're now more numerously used than the "old" version. One point brought up is physical damage and leeching.
To most, the definition of a magazon is an amazon that can keep her manapool intact and can still shoot her most mana-intensive elemental skills. Her killing is mainly done with these skills, but it will not be all that bad to revert to other skills at the same time. Regaining mana by manaleech seems okay to them. Where Sorceresses have "warmth", Amazons have "leech". The statpoint allocation then changes into something this.
- Strength to use items, can be up to 115
- Dexterity to about 200 for Attack Rating and Physical Damage increase
- Vitality to your delight
- Energy the rest
This may be a big sacrifice to energy, but with all the items you can have to boost your manapool and with a bit of manaleech, you'll have no problems at all. You may not replenish your mana like a sorceress anymore, but to most, since the tactic of using this amazon still revolves solely around the usage and maintenance of your extensive manapool, it is. Debatable for sure.
The limitations in my opinion lay upon these Magazons is that the main killing is done by elemental skills, that they still put many points into energy (100 at least in my eyes) and that they have more mana than life. They also have to be able to leech enough when they are using the elemental skills and not switch to physical damage skills in between.
You are now open to much more items. Take the items from the first Magazons and add the following to the list of options. They are either heavy or good sources of manaleech:
(no value means no requirement or that it's a magical item, in which case requirement is item-dependant)
Type | Item | Req. Str | Req. Dex |
---|---|---|---|
Helm | Valkyrie Wing Stealskull Vampiregaze Tal Rasha Mask Circlet of the Vampire |
115 59 41 55 |
|
Amulet | Crescent Moon Amulet of the Vampire |
||
Ring | Manald Heal | ||
Weapon | Lycander's Aim Magewrath Goldstrike Arch Eaglehorn Bow of the Vampire |
95 73 95 97 |
118 103 118 121 |
The skill choices also change because now you will not need to grasp to Ice Arrow or Exploding Arrow anymore to possibly save mana and you are open to the physical damage skills as well. However, physical damage skills should only needed occasionally. One does not use them in between Freezing Arrow and/or Immolation Arrow when one runs out of mana.
The most widely used physical damage skills are Multiple Shot (multiple targets hit) and Guided Arrow (always hits 1 target, enhanced damage), though Strafe does better than them when looking at the overall scheme (multiple targets hit and enhanced damage). Depending on creature immunities will the physical damage skills be used quite often.
The recommended skill choices are:
- Freezing Arrow: 20
- Immolation Arrow: 20
- Either Multiple Shot to about 15 arrows or Strafe to at least the 10 arrows
- Guided Arrow kept at 1 (little flaw in my former summary of subclasses. You have enough mana for this skill so no real need to upgrade)
Critical strike is now put to about 50% (level 7) to aid your physical damage and leech Penetrate is used somewhat for your Multiple Shot or Strafe. Pierce comments and other passive skill comments are still the same.
The tactics have thus changed a little bit. You shoot Freezing Arrow and Immolation Arrow and leech enough for your manapool in the process. With good balance between physical damage and manaleech you won't even have to switch to a physical damage skill. The tactic of first freezing and than burning still holds. You spawn the physical damage skill against certain immune creatures and in tougher areas. For fire immunes you simply keep spawning Freezing Arrows, but for cold immunes you have to use Immolation Arrow. Due to its timer you can use your Strafe and Multiple Shot skills in between.
The usage of a Valkyrie, a mercenary and a Decoy as bait remains the same. To get a good freezing time, again, use Freezing Arrow, gear that adds cold damage and cold damage charms (each charm adds 1 second chill/freeze duration in normal, this is ½ in nightmare and ¼ in hell). Add a few lightning damage or poison damage charms for cold+fire immunes will help you again in hell.
The bow that is probably easiest to use for Modern day Magazons is Lycander's Aim. Skills, energy, okayish damage and manaleech.
Choose your own way for defining and building your Magazon.
Magazon Subclasses: Frostmaiden / Immozon
Subclasses within a subclass: Frostmaiden and Immozon. These two amazons are related to the Magazon in the sense that they specialise in one of the two elemental types, but most of the time also use a physical damage skill on the side. They again rely on some sort of natural regeneration of their large manapool or fix it with manaleech depending on how they prefer to define their inner Magazon. Stat choices and gear choices can differ from the traditional Magazon to the modern Magazon.
Traditional Magazon | Modern Magazon: Vamp |
---|---|
Strength: up to 65 Dexterity: up to 65 Vitality: to delight Energy: rest |
Strength: for items Dexterity: 200 for AR and damage leech Vitality: to delight Energy: rest |
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%+)
Speedazon
A Speedazon goes for the maximum amount of speed possible in killing creatures. I would have loved to refer everyone to Dinho's Speedazon guide, but that is not listed in the Strategy Compendium. Therefore I have to sum up a few main points.
The main theme is speed. The skills used are personal preferences. Overall you have to make make sure that you can leech enough mana back to use your main skillchoice without interruption. Immolation Arrow has a timer and is definitely not going to be your main skill. The only thing that can be discussed about this subclass is how to obtain the maximum speed.
Speedtables for bows and crossbows are listed in the FAQ. I will recapitulate only the fastest shooting rate. Shooting rate is expressed in frames per second (fps). The lower this value, the faster you will shoot.
[speed class: -10] Hunter's, Composite, Razor, Double, Blade, Great, Matriarchal 142% Improved Attack Speed needed to reach the maximum speed of 7 fps.
[speed class: 0] Long, Short Battle, Stag, Short War, Cedar, Short Siege, Ashwood, Rune, Ward, Diamond, Shadow 200% Improved Attack Speed needed to reach the maximum speed of 7 fps.
[5] Short, Edge, Spider 125% Improved Attack Speed needed to reach a speed of 8 fps. 240% Improved Attack Speed needed to reach the maximum speed of 7 fps.
[10] Long Battle, Long War, Reflex, Large Siege, Gothic, Ceremonial, Hydra, Crusader, Grand Matron 147% Improved Attack Speed needed to reach the maximum speed of 8 fps.
Improved Attack Speed (IAS) options are
Helmet: Stealskull (10%), M'Avina's True Sight (30%) Amulet: Cat's Eye (20%), Highlord's Wrath (20%) Armor: Twitchthroe (20%), Crow Caw (15%) Gloves: Magical gloves (20%), Lavagout (20%), Laying of Hands (20%), Magnus Skin (20%), Sander's Gloves (20%) Belt: Goldwrap (10%), Nosferatu Coil (10%)
Other
Innate IAS on the bow
Socketing a "shael" rune in your bow: 20% IAS
Sigon Boots and Gloves: 30% IAS
Death Gloves and Belt: 30% IAS
Socketing a jewel in your bow, armor or helmet: 15% IAS
3 socketed helm (45%)
4 socketed armor (60%)
Other Bowazon themes
Sniper
The Sniper is one that attacks from afar. The main skills are Guided Arrow and Magic Arrow is used as a backup. Guided Arrow gives the illusion of being heat-seeking and Magic Arrow looks like the same soaring fast projectile. There is little to say about this amazon, other than that she is often fast and does incredible damage. She can have any setup, but most of the time it will be Speedazon related. She will go for a fast hit and run tactic. This involves fast run and often a good Evade skill value because she is running most of the time.
Another feature is the accuracy of her attack, which enables her to increase her damage (high Critical Strike) and chance to pierce. Often Lycander's Aim, Eaglehorn, Windforce, M'avina's or Buriza (no pierce needed) are used as weapons.
Main skills
Guided Arrow: 20
Magic Arrow: 20
Critical Strike: 8-20
Pierce: 8-20
Multi-Strafer
The Multi-Strafer uses both Multiple Shot and Strafe to her advantage to attack as many creatures as she can at the same time. When monsters come from only one side, Multiple Shot is put to use and when they come from several sides Strafe will be used. She is another intermediate of the Dexazon and the Speedazon, except that she does not take the luxury of picking any elemental skills. She puts her skillpoints in other skills beneficial to her theme of doing physical damage against multiple creatures. She must use charms, gear or weapon switch in order to get elemental damage. To succeed with both of these skills, she needs good attack rating, which is partially provided by high dexterity and for the other part provided by high Penetrate. A good to great value for Critical Strike is a nice addition to her damage and high pierce should not be forgotten.
Main skills
Multiple Shot: 20
Strafe: 20
Critical Strike: 8-20
Penetrate: 8-20
Pierce: 8-20
Multizon
There is a subclass called the Multizon, which uses a maxed Multiple Shot as main attack. Very powerful for crowd control and good for players who don't want to bother about adjusting the "fanning out" of Multiple Shot. Clicking closer to you makes Multiple Shot fan out more, clicking further away from you makes it shoot arrows closer together.
Often this amazon has an elemental skill such as Freezing Arrow or Immolation Arrow also and a good value for guided arrow. The Multizon is a version of the Multi-Strafer that is not set to just doing physical damage and she can use an elemental skill. Often elemental damage is delivered through items, charms and sockets though, so no changing from Multiple Shot to an elemental skill is needed.
Multiple Shot: 20
Guided Arrow: 10-20
Freezing Arrow or Immolation Arrow: 20
Critical Strike: 8-20
Penetrate: up to 10
Pierce: 8-20
Burizon
Another subclass that has emerged lately is the Burizon. This CrossBowazon's only true features are that it uses the powerful crossbow Buriza-Do Kyanon in conjunction with maxed guided arrow. It is one of the easiest classes to make and a real cookiecutter. Many people hate this amazon because she's so easy to play with. The reasons I will list below.
- Buriza does high cold damage
- Buriza can freeze enemies that are about your level
- Buriza has maxed pierce
- Maxed Guided Arrow + maxed Pierce = an average of 5 hits per attack.
- Buriza has high physical damage
- Buriza is quite fast for crossbows
- Buriza has good Dexterity bonus
Seeing Buriza has high cold damage it doesn't really need a cold skill, but often Freezing arrow is used. If you remember the Fire Arrow comment from me in the Magazon section (that it converts a large amount of physical damage into fire damage), it will be clear that a Burizon will only need 1 point in Fire Arrow to get its fire source. Lightning and poison charms aren't that hard to come by, so Burizons can have 5 out of the 6 damage types covered without putting more than 1 point in an elemental skill. (The 6th type is magic damage, Guided Arrow is physical damage).
A Burizon will put points in Multiple Shot rather than Strafe, since Strafe keeps you locked in one place for an amount of time related to your firing speed (which for Buriza and any other crossbow is slower than bows). They have grow out to be the main character roaming the Battle.net Realms.
Main Skills
Guided Arrow: 20
Multiple Shot: 10-20
Critical Strike: 1-8
Fire Arrow: 1
Pierce: 0
=Rebel Amazon= (idea of Kirsty)
The Rebelzon is one of my own trademarks. I basically created her to investigate the viability of the lesser skills and the lack of uberskills. She was also built without using the most powerful exceptional ranged weapon named Buriza-Do Kyanon. She was created to prove that the most powerful skills and items aren't needed for finishing Hell. Her build quite simple. First she started out as an average amazon, except that she didn't use skills further down the bow tree. I'll list what I did.
Strength: 134
Dexterity: 200
Vitality: base
Energy: rest
Bowskills
Cold Arrow: 20. Possible variant: Ice Arrow.
Magic Arrow: 20
Fire Arrow: 20. Possible variant: Exploding Arrow
Other Skills: 0
Passive Skills
Inner Sight: 1
Slow Missiles: 5
Decoy: 5
Critical Strike: 1
Penetrate: rest
Other skills: 0
Mercenary: none
Resist: very low
Basically I started out putting points into energy so I could start shooting cold and fire arrows non-stop. I figured that I wanted to test Windforce with this build later on to notice any differences between good bow and bad bow, so I put up high strength and enough dexterity to equip it, some extra dexterity to boost attack rating for magic arrow. The main skill is Decoy and is permanently on the right mouse button.
It takes a while of getting used to playing such an extreme character, but once you get into it, you know how careful you must be and you can finish Hell with minor difficulties. Only resistances will get in your way once you get enough experience in recasting your Decoy to avoid getting wallowed in melee combat range. After I finished Hell with her I was asked to re-play Hell without her clothes and gear, but just with a bow and a sash for potions. The term Nakedzon emerged which means she only uses a bow and a sash. In my case I have re-done Hell naked with three different bows and found little difficulty. The only difficulty you should have are act 4 and act 5, where a few annoying creatures come into play. The bows in question were Windforce, Kuko Shakaku and Lycander's Aim. Kind of straying from the theme here (Kuko has pierce, Windforce has high damage), but it still feels like a nice achievement.
The comparison of the bows made Kuko a clear winner and Windforce got second place, before Lycander's Aim, place three. Mostly due to the fact that my physical damage was low to begin with, did Windforce perform less well than expected. The loss of leech for Kuko was easily made up with potions and its piercing mod and high additional fire damage gave it a clear first place. Lycander's Aim and Windforce performed well, giving me no problems with leech whatsoever, but the lack of crowd control due to no pierce will really get to your nerves.
Conclusion: most important mod to have is probably to have a form of pierce. The second mod important to have is elemental damage. Then physical damage, leech and things like knockback and bonus skills start to kick in.
Javazon Subclasses
There are a few more subclasses possible for Bowazons, but they can be created for other amazon main classes as well, so I will discuss them where they are best put to right or list them at the end of this overview. First I'll continue with Javazon subclasses.
Javazon
The Javazon can be created in many ways, but it's throwing skills are rather limited and therefore it's difficult to define exact subclasses. I have seen two good general guides with personal preferences, which are listed on the amazon forum. They belong to Talon and Angry. And I hope that one of the guides gets put up on a page.
Lightning Fury Javazon
This Javazon uses Lightning Fury as its main attack and a nice guide on do's and don'ts is supplied by Flux. Note however that a true Javazon class does NOT have a bow or crossbow on weapon switch. Flux describes a hybrid subclass in truth, but for a Lightning Fury build, his guide is the one to check out. A few pointers I will give right here.
The Lightning Fury Javazon purely uses the skill as a crowd killer. Against solo creatures, small packs and lightning immunes it is doomed to use another skill. Where Flux uses his bowswitch, a pure Javazon will take her sticks and poke them around using jab, fend or even impale. For this she needs good defense, damage, life, leech, blocking or at least a balance between all of these. That is sometimes quite difficult, but it is up to you to find out how to handle them. It is best to cast Valkyrie in the center of the pack and Decoy on the side. Having a mercenary with you greatly helps as well. Now run into the crowd and stick near your Decoy. Fend or jab your way through the creatures. Notice that for every minion near you (Decoy/Valkyrie/mercenary) you get one extra attack per monster with fend. A very impressive skill.
If you seem to be running out of mana too fast, you may want to either find a way to increase your damage and leech or you can equip some mana charms or even, you can benefit from the usage of items that add mana per each kill.
You can also try out the viability of Plague Javelin, but that is only effective starting from skill level 30 and the downside is that it cannot be recasted very fast.
The overall statpoint allocation is
Strength: to wear items. Can be up to 110.
Dexterity: to max out blocking and for boosting physical damage. Most of the time 200+ is enough
Vitality: to your delight, when going melee or playing hardcore put more emphasis on vitality and life. Put the rest of your statpoints here.
Energy: some points are okay, but the best way to replenish your manapool will be manaleech, mana charms and if you kill fast enough, mana per kill.
Staticzon
The Staticzon focuses her attacks and often also the rest of her gear on doing lightning damage. This subclass can be created for both Spearazon and Javazon. Picking a lightning skill is often not the only way how lightning damage is delivered to her foes. If a Staticzon has chosen to also use items that give good lightning damage, she can deliver this damage by doing a melee attack that quickly hits one or more foes. That means fend and/or jab comes into play. I will list below the lightning skills that can be considered.
Skill | Ranged/Melee Single/Many |
Mana Cost At level 20 |
Lightning damage At level 20 |
Effect and Bonus At level 20 |
---|---|---|---|---|
Power Strike | Melee. 1 creature | 6.7 | 147-162. + gear | Attack Rating bonus of 105% |
Charged Strike | Melee. 3 bolts | 8.7 | 223-252. + gear on attacked creature | 3 charged bolts are released with the listed damage |
Lightning Strike | Melee. 1 creature + 1 per skill level | 9 | 195-215. + gear on attacked creature | Chain lightning is released with the listed damage |
Lightning Bolt | Ranged. 1 creature | 10.7 | 1-192. + gear |
- |
Lightning Fury | Ranged. 21 bolts | 19 | 239-278. + gear on attacked creature | A lightning bolt is released per monster in range (few yards) |