Ayumi - Assassin †Character Intro and Overview †Ayumi is my level 94 TS/DTail Assassin, and is characterized by her risk, high reward play. She is incredibly fragile, but the tradeoff is she deals ungodly amounts of damage for a melee character with no uses of AS#50 on her gear. She is still in progress, with her kicking power nearly maxed but with a lot of work left on her life and defense. The charge combo takes more work than spamming a single skill, but it is well worth it. A fully charged kick with full support from Amp/IS/Conviction is capable of taking down entire packs of high HP monsters on /p 8 such as Living Ices, Griswold Clones, etc... Even entire boss packs get floored in a single kick quite often. Against Uber D, a full kick will take out roughly 1/4 of his entire life bar. Regular monsters with moderate HPs are usually majorly overkilled by a triple TS kick, 1 to 2 TS charges is often enough to kill them in a single kick. Stats and Attributes †hard points - all DEX, for more kick damage Fully charged Dragon Tail damage: 514k-781k Immune breaking/resistance lowering: Amplify Damage lvl 20 Inner Sight lvl 26 Conviction -82% enemy fire resistances This is really the key to the whole build, because of the way the final damage is calculated. Cutting Physical resistances with an AMP/IS combo means the resulting kick does that much more damage. Since the fire damage is calculated from the damage your kick actually does, AMP/IS is very important not only to get rid of PIs (which will take 0 damage) but also to make other monsters so weak that your kick will result in HUGE fire damage. With the massive fire damage that results from such a kick, Conviction and -82% enemy fire resists will mean virtually everything that is NOT unbreakable FI will be at or very near -100% fire resistances. Taken together, the final explosion should easily do well over 1 million fire damage in a sizeable AoE, wiping out most or all enemies immediately in front. Unbreakable FIs are the biggest roadblock since they negate the biggest portion of the damage, but because this build packs AMP/IS/Conviction there is plenty of other damage to go around from the Rogue and 2x rampaging Shadow Masters. Dragon Talon is also great backup to DTail. Skills †Maxed - Tiger Strike, Dragon Tail, Command Mastery, Shadow Master main skills: Equipment †Weapon switch: +12 Battle Orders Javelin, forged +1 all skills, socketed with 3x +1 All Skills jewels +1 all skills shield, forged +1 all skills, socketed with 1x +1 All Skills jewel Equipment that could be improved: Available areas to improve: Generally she needs very very specific things so finding equipment is mostly straightforward, there aren't many choices. +skills - for improving the combo and strengthening Shadow Masters -% enemy fire resistances - to make the massive fire damage of DTail even deadlier. oskill Conviction - the only FI breaker I have, and makes none FIs dead meat +Dex and +Str - For more kick damage That's basically it, a pretty short list of criteria. After that comes the usual life, resists, etc... I still need to work on that. Merc and Merc Equipment †Fire Rogue. She takes care of all Amp and Inner Sight duties, and also supplies lvl 12 Annihilation for the party. Her equipment is barely modified, so she is not very deadly on her own yet. Her important equipment: Comments †
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