For novice players of the Diablo 2 Lord of Destruction game, they may not know how to level up the assassins in the game? So today I will share with you the leveling tips for the assassins in Diablo 2 Lord of Destruction. Those who are interested Friends can come and have a look.
Martial Arts Department:
Tiger Strike (5): Definitely max this out. At level 20, it deals 1440 enhanced damage to a single target. Unfortunately, this skill can or will be used incorrectly. Once you use it to gather energy, don't finish with a kick (e.g. Dragon Foot, Dragon Tail, or Dragon Fly). Instead, use your normal attacks or dragon feet to release energy. The damage of kicking is based on agility, and is much different than the damage of the claws you use. I use normal attacks to release it. When your weapon damage is 100, you certainly wouldn't use 1440 of enhanced damage on a kick that only does 20 damage.
Dragon's Foot (3): 1 point or more. This skill is actually not bad. It's great if you have problems hitting targets early. This skill can be used in various situations, because at level 20, it will cause 3 kicks and about 130 more kick damage. Again, I don't think kicks do enough damage compared to most claws.
Flame Palm (2): 1 point. This skill is okay on normal difficulty, but on nightmare or hell difficulty, its damage is unsatisfactory. The only reason I put a little bit on it is because it has a zone effect.
Snake strike [some places translated as blood letter] (4): 1 point. This is a useful skill, and it's only useful in certain situations. This is a good skill if you don't have constant lifestealing and manastealing. To get the most out of this skill, use Tiger Strike to gather energy before using it. When you cast both at the same time, you're almost guaranteed to be full of health and mana.
Dragon Claw (4): 1 point, increase to the maximum if singled out. If you plan to use two claws, you should increase it to the maximum. Combined with Tiger Strike, this skill provides powerful damage.
Dragon Tail (3): 1 point. I don't fully understand this skill yet. It adds a percentage of fire damage to your kicks. Since kicking does very little damage, I think a little investment in this skill is enough. The good thing about this skill is that it knocks back all enemies around you. If you're constantly being mobbed, then bind it.
Thunderclaw (3): 1 point. Of all the incredible ki techniques, this is the one that does the most damage. Unfortunately, the first gather is the best. This makes it difficult to use, since you have to release it after gathering it once. It takes a lot of skills to convert it, so it's worth it. I think other types of assassins can max it out. I haven’t added it to as much as I know.
Ice Blade (2): 1 point. The damage of this skill is very low and pales in comparison to Feng Wu. Consider this a useful skill simply because you haven't learned the Phoenix Dance yet.
Long Xiang (3): 1 point. Without the two second cast delay, this would be an amazing ability. Another problem is that you can't use it however you want. In fact it requires a monster target. Unlike Leap Slash or Teleportation, it cannot be used as a travel tool. Using it in combat will be very helpful in breaking away from the "people" pile. Sometimes you can use it to cross ravines if there are monsters around. It should have been very good, but it was a disappointment.
Phoenix Dance (5): 1 point. This skill is great for one reason: it has the ability to freeze targets. It's an Iceblink [a dark gold splint mail] with area effects. On the third charge, it freezes all targets around you. It's an extremely useful skill. Unfortunately [ft, I've used this word a few times], the damage is relatively low, and choosing between three charges is painful. I think the main reason Blizzard made this skill was to specifically help assassins deal with various immune monsters. It's almost impossible to use the first two charges (first for Meteor, second for Chain Lightning). As an assassin, your attacks are very fast. Only collecting 1 or 2 ki before releasing it will greatly slow down your attack. In Hell level, their damage isn't that high either. Therefore, basically the first two gas collections are wasted, and the third one is the most commonly used.
Phantom system:
Steel Claw Mastery (4): You can max this out if you like. I'm not going to increase it to the maximum right away, but I'm going to add a little bit here, a little bit there. Each time it levels up, it only adds 4 more damage, so you don't need to increase it to the maximum. I personally think it should add 6-7 more damage per level.
Spirit Hammer (2): 1 point. This is a useful skill until you learn how to use violent thoughts. Use it to stun enemies. This can be used against teleporting monsters, stopping them in their tracks.
Rampage (5): 8 points. This skill costs 8 points to upgrade. It's necessary because it increases your attack speed and running speed. You should always have this aura active. Remember, you can only use one of Rage, Bleach, and Venom at a time. I recommend using Rampage most of the time.
Phantom Cloak (1): 1 point. I think this skill is really annoying. It reduces your vision and makes your surroundings pitch black. It lowers an enemy's defense and blinds them, but I usually have a high enough attack rate to make this skill useless.
Weapon Block (3): 1 point. If you are a heads-up player [or poker], I recommend investing a few points in this. For me, I use claws and shields. This saves you skill points, provides the same block chance, and you get some resistance from the shield.
Bleaching and dyeing (3): 1-3 points. This is a very handy skill, just like Durance of Hate. It reduces the duration of the curse and adds a lot of resistance. Use when dealing with bosses with elemental attacks. I find this skill to be of little use on Normal and Nightmare difficulties - I usually have high enough resistance. Hell difficulty, it is a life-saving tool.
Shadow Warrior (4): 1 point. Provide a bait. Shadow Warrior uses the skill you are using at the time, which makes it very convenient. I believe this skill is much more useful than Shadow Master because you know exactly what skill it uses. Without a doubt, there should always be a shadow warrior by your side.
Violent thoughts (4): 1-4 points. This is an important crowd control skill. It has an area effect and a long-lasting stun. Stun the monsters first, then hit them when they can't move. The only problem with this skill is that it costs 15 mana and is currently buggy. I don't think there is a percentage that goes into converting monsters right. Sometimes, after 10 tries, you don't even convert a monster, but sometimes you get it right the first time. Usually, if you don't succeed the first time, you won't be able to transform a monster for a while. It would be weird if that were the case.
Venom (1): 0 points. This seems like a good skill, but its damage isn't as high as expected. At the same time, you cannot use Rage, so your attacks will be slowed by it. Also, venom is only effective on one target, unlike druid's rabid dog skill. The only function of this skill is to add some effect to poison attacks that are currently not commonly used. Just go and use Rampage.
Shadow Master (2): 1 or 0 points. Many people say to max it out. There's really no reason to do this. The Shadow Master's attacks are slow and do little damage. Plus the Shadow Master will randomly use all skills in the skill tree. This unpredictability makes it difficult to use effectively. I use Shadow Warrior because you always know what it's for. There's nothing more exhilarating than when you're about to kill a monster, and the Shadow Master transforms it. The only good thing about the Shadow Master is that it has more lives. I think Shadow Warrior has enough health, especially in a game with 4 or more people.
Trap system:
Fury (2): 1 point. A very interesting skill. Early on, this is a good trap because it has a blast radius. Think of it as a long-range attack.
Grid (1): 1 point. This trap isn't very good because its mana cost is disproportionate to its damage. Moreover, the enemy must step into the trap to cause damage.
Rhinoceros Blade (2): 0 points. This is another interesting skill, but I personally skip it because it's not a prerequisite for any good skill.
Watch (2): 1 point. To be honest, I haven't really tried this. Compared with Awakening, the scope is too small. Therefore I think this skill is too weak.
Awakening (3): 1 point. Of all the traps, this one has the greatest scope. This should be the first trap you use in the game. Whenever you have magic, use it. I think if you don't want to have nightmares until the end, then max it out. It can only be burned 5 times, but it does decent damage.
Crazy Knife (3): 0 points. Frankly, I've never seen it used. It might be good with a fast-casting item, but at level 20, 100 damage per sword isn't worth maxing it out. I'm not sure yet if it can penetrate enemies. In that case, it would be a lot like a bone gun.
Lightning Robbery (3): 1 point. Since it fires 10 times, fires quickly, and does decent damage, it's a good trap. However, it can barely hit moving monsters. If you're a trap-focused assassin, max this out.
Wake of Inferno(4): 0 points or maximum. This trap is my personal favorite. It works best against fixed targets. Basically, it's like the Witch's Inferno, in that it displays the effect of draining the target's health. Place 5 on a target and watch its health drain away. But since most monsters have high resistance on Hell difficulty, it's not very effective. Using it against bosses and warriors you're attacking is a commendable way.
Dead cooking (4): 1-4 o'clock. The only use of it is its corpse explosion effect. Use it like a wizard - kill a few monsters, then drop a few as finishers. I wish it were better, but the corpse explosion effect is really good.
Blade Shield (1): 0 points. This skill is completely useless.
For assassins, having two mercenaries is most effective. I will describe two of my favorite characters.
Act 2 offensive mercenary: This mercenary will provide "divine blessing" [the ranger's skill] at low levels, and will do good damage with spears and polearms. This aura is great if you have low sensitivity. At high levels, he also frequently switches to "Strength" [the ranger skill]. This can give you a lot of extra damage at higher levels.
Act 5 Barbarian: This mercenary is a truly powerful tank. He has high health and extremely high damage. Equip him with a high damage sword with extra damage against undead monsters or demons. This sword should have the property of increasing attack speed. This savage will have an attack that increases attack speed by 20. Also, since he's usually in the middle of a crowd and takes a lot of hits, give him armor that casts a static field or a frost ring [both witches' magic] when he takes a hit. My mercenary's armor has a 10 chance to cast a level 3 electrostatic field property. This is perhaps the best armor for a savage. The helmet should provide +strength and +all resistance properties.
Let’s first take a look at the large-area killing skills possessed by assassins! (Worth using them)
1)Dragon Tail (Dragon Tail) Required character level: 18
The advantage of this skill is that it is easy to operate, does not require energy storage, and the attack speed is fast! The moves and other cool moves.
Disadvantages: attack algorithm
Level 20 Fire damage increased by 240%
I don’t know how the base number is calculated. Is it using the fire attack attached to the weapon? If so! Weapons with high attached numbers are the first choice! The magic consumption is medium!
2)Phoenix Strike (Phoenix Dance) Required character level: 30
One skill has three elemental attacks. It must be learned. It is recommended to learn it at level 20, so that it can be used against a large number of physically immune enemies.
Attack power is low. In the later stage, the effect will not be obvious!
Level 20
Attack level increased by 355%
First level of Qi collection Meteor shower damage 238-258
The second level of gas collection, chain lightning damage 1-281
The third level of energy collection, Chaos Ice Bolt damage 124-140
3)Death Sentry (Death Trap) Required character level: 30
Mana consumption: 20, released 5 times, damage is 40-80 of the corpse's health
Level 10
Lightning damage 58-68
Corpse explosion range (codes) 6.3
Level 10
Lightning damage 58-68
Corpse explosion range (codes) 6.3
Level 10
Lightning damage 58-68
Corpse explosion range (codes) 6.3
Level 20
Lightning damage 120-130
Corpse explosion range (codes) 9.6
Skills still needed
Tiger Strike (Tiger Strike) Level 20
Level 3 gas attack power increased by 1440%
Set weapon claw one-handed damage: 123-153
Claw mastery 20, attack increased by 111
The attack power reaches 3737-4649
The assassin's tactics should be like this:
When encountering enemies, first use Mind Blast to transform two or three, then place two death traps, turn on Fade and Blade Shield, and use your own shadow - Shadow Master. Mastery) Charge into enemy lines. Hit the tiger three times, hit the cobra (blood-sucking) once, and then let it go. Killed one! Then a piece!!
The assassin's four defenses are the most important, because he is a melee type, and the four defense shields and Fade in the later stage are essential! Moreover, the attack speed requirement is particularly high! The hit rate must also be high! Only in this way can quick kills be guaranteed.
The technique requires proficiency. Three tiger strikes and one cobra are fixed routines, so you must practice them well!
Only in this way can we kill one person in ten steps and leave no trace in a thousand miles.
The above are the leveling tips for the Diablo 2 Lord of Destruction assassin shared by the author. I hope it can help everyone.