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[[Eliminator Connie - Elemental Martial Arts Assassin]]
[[Character Builds]]

#contents

**コンセプト [#xf409621]
これは、「セット大好きトーナメント」用に作った私のアサシン・コニーに基づいた、属性系マーシャルアーツ・アサシンのガイドです。コニーは両手爪で稲妻ダメージ特化型ですが、他の属性についても非常に大きなダメージを与えることができます。属性系のチャージ・スキルに多くのポイントを振ってあるため、どんな耐性を持つモンスターでも、無事ではいられません。コニーは非常に攻撃型のキャラクターです。アサシンは、バーバリアンや変身ドルイドほどたくさんのライフは持っていません。そこで、敵から大きなダメージを受ける前に素早く倒すことが重要になります。属性ダメージがメインということは、敵から吸えるライフの量も少ないということです。しかしアサシンの、非常に強力である程度行動をコントロールできる2体の手下は、安全面でかなり役立ってくれます。コニーはアイテム持ち込みなしで作成し、ナイトメアの第5章でトゥーム・ヴァイパーの毒ミサイルで死ぬまで、ほとんど大きなトラブルなしに進めました。その後は非・トーナメントキャラとして、手持ち資産をフルに投入したため、強さも格段にアップしました。

(訳注:トーナメントは、シングルで一定の縛りやボーナス得点を決めて、自己申告制で競争すること。例えば、セットアイテムしか使ってはいけない、とか、クエスト1個消化ごとに1点とか。diabloiiネットのシングルプレイ板で始まり、ES板に広まった。原則としてアイテムの持ち込みはなしで、非HCキャラで作ってもいいが、1回キャラが死ぬとそのキャラはアウト、というルールが多い。自己申告制なので嘘を付こうと思えば付き放題なのだが、かなり正直にプレイされているらしい。トーナメント用のキャラとしてアイテム持ち込みなしでプレイしていたが、一度死んでしまった時点でトーナメント失格になったので、そこからは普通のシングルキャラとして強いアイテムをいろいろ持たせて育てたということである)


**スキル [#b30191d7]

:Claws of Thunder|25

CoTはメインの殲滅スキルです。CoTには4フレームのネクスト・ディレイがあるため、ノヴァの命中したモンスターは、そのあとのチャージド・ボルトのダメージは受けません。しかしチャージド・ボルトはそれらのモンスターをすり抜けて、離れたモンスターにヒットします。結果として、CoTの効果範囲はかなり広く、大きな部屋やフィールドにばらけたモンスターを一掃するのに最適です。CoTはチャージの必要なスキルの中で最大のダメージ量を誇ります。

%%%コニーのレベル71 Claws of Thunder%%%
Charge 1: lightning damage 2-59684
Charge 2: nova 13-49818
Charge 3: charged bolt 13-77832

:Phoenix Strike|20

PS自体のダメージは大したことありませんが、他の3つの属性チャージスキルすべてにシナジー効果を与えるため最大にするかいがあります。3つの属性ダメージを同時に与えるため便利ではありますが、私はたいてい他の単属性のチャージスキルの方を使います。それらのスキルの方がダメージが大きいからです。また、PSにも4フレームのネクスト・ディレイがあります。使い方に関していえば、PSは4つの属性チャージスキルの中で一番重要でないので、もし他のチャージスキルと併用するとしても、これを最後にチャージするといいでしょう。

(訳注:この文、ちょっと意味不明です。ほかのチャージが貯まった時点で、状況が緊迫していれば開放、余裕があるときだけPSもチャージすればいい、という意味でしょうか?)


%%%コニーのレベル62 Phoenix Strike%%%
Charge 1: meteor 4857-5341 and fire explosion 7057-7521 per second
Charge 2: chain lightning 4-18960
Charge 3: chaos ice bolt 1377-1445

:Fists of Fire|残り

Blades of Iceより大きなダメージを与えますので、これが第2の攻撃スキルになります。稲妻無効対策としては、単にBoIよりダメージが大きいというだけでなく、残り火のダメージもあるからです。しかし、1ポイント+ブーストのBoIも、敵を凍結させたいときには非常に役立ちます。

%%%コニーのレベル50 Fists of Fire%%%
Charge 1: fire damage 20331-20409
Charge 2: fire over radius 3.3 yds
charge 3: fire damage 19232-20492 per second

%%%コニーのレベル39 Blades of Ice%%%
Charge 1: 17269-17582
Charge 2: cold damage radius 5.3 yds
Charge 3: freeze duration 19.2 sec

:Dragon Claw|1

チャージ解放のためのフィニッシュ・スキルです。特にこのスキル自体はすごいというわけではありませんが、必要十分な仕事をしてくれます。

:Shadow Warrior|25

このビルドで使われる、よくコントロールされたシャドウ・ウォリアーは、ゲーム中で最も破壊力がある手下でしょう。純粋に殺戮能力を比較すれば、ウォーターエレメンタルですら色あせて見えます。シャドウ・ウォリアーの使うスキルのレベルは、シャドウ・ウォリアーのレベルの1/3+キャスターのそのスキルのレベルの1/2です。もし、シャドウ・ウォリアーのレベルが21で、Claws of Thunderのレベルが20なら、彼女はレベル17のClaws of Thunderを使います。

さらには、シャドウはプレーヤーが受けられる限界以上にシナジーの恩恵を受けられます。つまり、プレーヤーは実際に振ったポイントの分しかシナジーを受けられませんが、シャドウへのシナジーは、アイテムでブーストされた分も有効です。ただし、%%%あるスキルからシナジーを受けるには、シャドウが一度そのスキルを使う必要があります%%%(一度使えばそのシャドウが死ぬまで有効)。ですから、シャドウに一通り4つの属性チャージスキルを使わせるため、シャドウ召喚直後は、ダメージ的に弱いBoIやPSも一通り使うようにしましょう。

シャドウ・ウォリアーは、どんなにスキルレベルを上げても、装備はマジック(青物)のブレード・タロン、セスタス、兜、鎧の4つで変わりません。ヘル難易度では、物理ダメージはほとんどなきに等しいです。また、靴を全く装備していないので、キックのダメージも悲しい限りです。属性チャージスキルは、この武器やキックのダメージの弱さをうまくカバーしてくれます。

:Shade Armor|1

スキルブースト装備が整ってくると、シェード・アーマーは対物理防御に抜群の効果を発揮します。ただし、装備が弱いうちは、フェードやバースト・オブ・スピードを使う方が実戦的でしょう。「サムライ」ビルド(訳注:刀系武器+居合い切りを使うビルド。馬場のコンセントと同じで防御値が上がる)と違って、このビルドはレンガの壁とまではいきません。しかし、シェード・アーマーで強化されたアサシンと2体のシャドウは、ヘル難易度を十分乗り切れるタフさを持っています。

:Melee Mastery|1

ダメージの上昇は悪くありません。それによってライフ吸いが少し増えるのもいいことです。しかし一番重要なのは、攻撃値の上昇です。

:Cobra Strike|1(オプション)

ライフ吸いは多ければ多いほど助かります。特に爪で物理ダメージがあまり稼げない場合にはなおさらです。もっとも私は、割り当てるホット・キーが足りなくなってしまったため取りませんでした。

:Mind Blast|1(オプション)

もし使うとすれば、クラウド・コントロール(モンスターの大群の制御)として非常に優れたスキルです。このスキルも、私はホット・キーの関係で取りませんでした。

:Blade Shield|1(オプション)

Blade Shield takes a fraction of your total damage, claws are worlds apart from katanas in damage though.  Could be useful for a little extra leech and damage, but not a pressing need.  I have yet to grab this skill and I probably won't.

:Shadow Master|20(Optional)

Sink 20 in here if you don't have any hope of getting a Discontent Helm, although it may be a good idea to just wait anyway and hope for a He rune drop.  With no Discontent, having skill points distributed as 1 Warrior/20 Master gives you 2 really weak Shadow Warriors or 1 uncontrollable Master and 1 weak Warrior.  Putting 20 in only Shadow Warrior gives you 1 strong Shadow Warrior.  With Discontent, you could instead have 2 strong Shadow Warriors.  BIG BIG difference, so if possible avoid having to add 20 points in Shadow Master.

If you manage to get the runes for Discontent, make SURE to have NO points in here to gain the charge synergy.

:All prerequisites|1

**Spending Stat Points [#de832c07]
:Strength|Minimum Required for Equipment
:Dexterity|Minimum Required for Equipment
:Vitality|Rest
:Energy|Base

%%%Connie's stats at level 85:%%%
172 STR
172 DEX
472 VIT
37 ENR

6052 Defense
3222 Life (with Battle Orders)
642 Mana (with Battle Orders)

%%%Resistances in Hell (with Fade):%%%
68% Fire
82% Cold
82% Lightning
68% Poison

%%%Skill and damage boosters (with Aura of Divinity):%%%
- +18 to All Skills
- -29% enemy fire resists
- -38% enemy cold resists
- -43% enemy lightning resists
- +164% fire/cold/lightning skill damage

**Equipment [#x030ec97]

On the most simplistic level, plus skills to boost Martial Arts are the core need.  However, there are many pieces of equipment in ES which look almost tailored for this build.  Wearing most of them at the same time will add tremendously to both defensive and offensive capabilities.  

First a note about &color(green){SETS};.  For Normal and Nightmare they are excellent.  Once you hit Hell, they are "okay" but lack enough of a punch (especially +skills) to really be end-game gear.  Sascha's is somewhat decent and probably the only really usable one later in the game, most important of all it has no Helm enabling you to wear a Discontent or Archdimeron Helm at the same time.  It also has the gloves and belt free.  Ihsan's looks like a better fit with a cursory glance, but I would place this well below Sascha's.  No open helm and glove slots means no Lower Resist from either Discontent helm or Gemword Gloves, and also no Conviction from Archdimeron.  That's a devastatingly HUGE minus that pretty much rules out this set entirely.  The -17% monster resists is nice, but the overall set mods are VERY mediocre considering the drawbacks just mentioned.  For optimal gear, Uniques and Runewords will be your friends even though many of the top choices are hideously expensive in runes.

%%%&color(blue){Early-Late Game Gear};%%%
A short section covering Connie's tournament equipment progression, just one of many ways to equip an Assassin through the game.

%%%Normal%%%
Start off with whatever you like, dual Katars right out of the starting gate is a good choice.  The Assassin starts with throwing knives too, so abuse them early on to safely get those first few levels.  Eventually work some gemwords onto your equipment.  "Poisonous" is excellent early on in both claws and armor.  "Holy" glove runewords work well too, and after a while you will want to switch to "Ancient" runeword gloves.  Autolycus Boots and Belt at a minimum will be a tremendous kick start to ontaining future equipment so it is a VERY good idea to have at least that as early as possible.

Upgrade to Vega's Set, which along with "Ancient" should carry you through Normal and partway into Nightmare with ease.  The helm is very expensive so it may take a while to gamble.  The skill tab reroll recipe for Magic Amulets and Rings can produce some helpful skill boosting jewelry.

%%%Nightmare%%%
Alora's Set is the next step up from Vega's.  Using Normal Anya's unique stone to get a Goldark's Strap Muscle Belt is not a bad idea for the extra gold find.  With Alora's, Goldark's Strap, and Ancient Gloves (2 Perfect Skulls by now hopefully), you should be pretty set for the end of Nightmare.  Goldark's will help with gambling money for getting Sascha's Set.

You can also stick with Vega's and add an "Archdimeron" helm instead of upgrading to Alora's.  4 socket helms will start dropping relatively early in Nightmare, keep an eye out for grey Death Masks especially.

%%%Early Hell%%%
I actually twinked Connie and skipped this step, but it is what I would have done if she continued with the tournament.  Sascha's Set, "Ancient" gloves, and "Archdimeron" are a good intermediate choice for taking you through much of Hell until you can assemble an end-game collection of gear.  Wrist Swords, Demon Carapaces, and Rogue Boots are all low qlvl elites, so getting all of Sascha's Set early in Hell is a real possibility if you have ample funds.

%%%&color(blue){Connie's End Game Gear};%%%
Connie's final gear will be listed, followed by comments and/or alternatives for those gear slots.  Connie has a very large amount of oskills, so +1 all skill forging is the top choice for most of her gear.

:Weapon1|Viz-Jaq'taar's Invention Unique Runic Talons (+3 Assassin skills and 3 sockets)

Viz-Jaq'taar's Invention is very tough to beat for this build.  With Forging and adding sockets, this single claw can add a whopping +10 to every single chargeup you use!  It may be hard to get a nice 3/3 Viz-Jaq'taar's, but it would be worthwhile to spend Perfect Gems to try and reroll one.  Since the level requirement of a Viz-Jaq'taar's Invention is lvl 65, it's a good deal to add forged magic +1 all skills jewels into the sockets instead of +1 Assassin skill jewels since it only raises the level by +2.  The end result is a possible +3 Martial Arts, +3 Assassin skills, +4 all skills, simply superb...

:Weapon2|Rare Scissor's Suwayyah with 12% chance to cast Frozen Orb and a lot of damage.

This is Connie's "leeching" claw, with significantly more damage than Viz-Jaq'taar's Invention, although it also has a very painful req +45% mod (requiring a huge diversion of stat points from VIT unfortunately).  The free frozen orbs cast often enough that I am rather attached to this claw despite the drawbacks.  With oskill cold mastery, the Frozen Orbs can actually deal some damage in addition to the nice slow effect.  After forging and socketing, this claw could get up to a respectable +5 to my martial arts if I decide to stay with it.

Other good options for a second claw include another Viz-Jaq'taar's Invention for a huge +20 MA total boost from your claws, cubed Starter claws, or "Burn" runeword claws for lvl 3 Conviction. 

:Weapon Switch|Conquest Runeword shield, Secret of the Ooze Unique Sepulcher Wand

Used just for Fire Armor pre-buff.

:Helm|Discontent Runeword Dwarven Faceguard (Fu  He  I )

Although short on general utility mods like life leech or resists, finding so many specialty mods in one place is far too good to pass up.  lvl 20 Shadow Master charges will synergize Shadow Warrior (provided you have 0 solid points in shadow master) and give you a second Shadow Warrior!  Saving 20 skill points is HUGE!  You get up to +6 Battle Orders and +10 Lower Resist oskill, two of the best oskills for this build on one item!  Up to a lvl 8 Defiance aura for free, sure why not?  Slap Cannot be Frozen on top and this is THE end-game helm to gun for.  Along with Unknown Armor, this helm is probably the "centerpiece" of a Martial Arts Assassin's equipment.

Runner up is "Archdimeron" gemword.  +11 Conviction is simply amazing, there is no other place to get such a high level Conviction besides the mercenary.  Next up are Uniques such as Heart of Jewels and Arthur's Crown.  Although good, in reality by the time you find either you will have long been able to put an Archdimeron together which is better than either of them.

:Armor|Unknown Runeword Spiked Armor (Mi  Chi  Su  U )

The perfect armor for this build.  Chance to cast teleport may get annoying since you will be hit constantly.  It also lacks sorely in defensive mods such as resists, defense rating, and life.  That aside, getting all 3 elemental masteries and +2 all skills is simply unbeatable.  Huge damage boost all around, but remember to patch up those weak points elsewhere.

Eternal Reign runeword for the big skill boost is another excellent choice that climbs above the rest.  After that comes a crowd of Uniques and runewords to choose from.

:Gloves|Rumor of Pain Unique Sharkskin Gloves (converted from belt with Ancient Scroll)

Comes with +1 all skills and -5-15% Fire/Cold/Lightning/Poison enemy resists.  Similar to Unknown runeword armor, this item boosts your elemental charges all around.  If you have the gems to toss around, consider rerolling until you get a favorably high -% resist for lightning and/or fire.  With a low level 32 requirement, there is a good amount of D-stoning room left to compensate for the defensive weaknesses of Unknown.  For other gear slots +1 all skills forging is good, but it would not be a bad idea to use the glove forging for ITD from Se runes.

Alternatives include Shiva's Touch, Death's Grip, Hands of the Assassin, and even 2 skull gemword gloves.  There aren't many glove oskills from rares that would be terribly useful, but you can get +3 martial arts skills from such gloves.  I'm a big fan of rare gloves in general, but for this build I would look at uniques.

:Belt|Rumor of Pain Unique Sharkskin Belt

Alternatives inculde Harness of the Gods and the Belt of Zeus, or rares.

:Boots|Rumor of Pain Unique Sharkskin Boots (converted from belt with Ancient Scroll)

Alternatives include Chillcobble, Flickerheel, or rare boots.  You can find some useful oskill summons from rare boots such as Clay Golem.  You shouldn't really need more tanking help, but if you want it this is a place to get it from.

:Amulet|Dweia's Revenge Unique Assassin's Choker

Good collection of mods that are all immensely useful.  Tough to beat, but other choices include strong rare amulets and a few of the better Unique Amulets.  Magic +Martial Arts skill tab rerolled Amulets can potentially be very useful, and are the clear winner for the early game as well.

:Ring1|Killjoy's Attitude Unique Assassin's Spiral
:Ring2|Killjoy's Attitude Unique Assassin's Spiral

oskill enchant gives a very nice +AR% boost.  The fire damage is very low even with your other gear so it's not the main draw.  A big fat skill and resistance boost among other things makes this a strong pair.  Each ring gets 2 +3 individual skill bonuses also, so they could add a big bonus to a chargeup or two.

For other choices, Lilith's Heart or rares with life leech, resists, good oskills, attack rating, and skills.  Once again, magic +Martial Arts skill tab rerolled rings get special mention, they are cheap to make and give a high boost.

:Inventory|

Get as many of the Unique Charms as possible since they can forged with Assassin skills.  That alone makes them more than worth the space.  Connie is missing only a Something Wicked charm, the 6 others are forged with +1 Assassin skills to give her a nice plump boost.  The 2 small charms will be especially invaluable for their Life Leech.

For rare and magic charms, many mods are useful including resists, attack rating, +martial arts skills, and life.

**Hirelings [#t4a26c42]

2 Shadow companions give you a lot of leeway into choosing a Merc, so almost anything will do.

The Ice variant is the most promising of the Act 1 rogues and Connie picked one up as her companion.  With pierce from equipment, both Freezing and Lightning Arrows become very handy helpers on the battlefield.  Piercing Legendary Arrows also perform well against single targets.  She stays of trouble rather well since she has 3 tanks protecting her.

Act 2 Conviction mercs are the second obvious choice to help break immunities and severely weaken everything else.  

Besides those 2, any other merc will work well also since they are essentially supported by 3 "Assassins".  With that kind of backup, your Merc won't be shouldering too much of a burden.

:Type|&color(blue){Act 1 Rogue Hannah (Cold)};

:Weapon|Rare Arcane Bow with big damage
:Helm|Rare with +3 Cold Mastery
:Armor|	Eternal Reign Runeword Armor	
:Gloves|Death's Grip Unique Sepulcher Gloves
:Belt|Laerte's Treasure Unique Merchant Belt
:Boots|Rare converted gloves with +8 pierce
:Amulet|Rare with +1 Lightning Mastery
:Ring1|Rare with +1 all skills, Life Leech, and minimum damage
:Ring2|Rare with +1 all skills, Life Leech, and strength

Connie's equipment is much further along than Hannah's.  Eternal Reign is a good choice to give her since it gives a skills boost to my entire party.  Getting +6 to her own bow skills is nice too.  The extra experience is just gravy.

The weakest parts of her setup are currently the bow and belt.  The old "ICE" runeword bow looks perfect for her build, but it requires a JAH rune.  The belt will probably be replaced eventually with a Rumor of Pain, Laerte's Treasure is just a placeholder for now.

**Strategy & Tips [#lb745ca8]

%%%Rough Skill Progression%%%
-As a general rule, add 1 point into useful new skills as you get them such as Burst of Speed, Fade, Shade Armor and Phoenix Strike.  Otherwise pump skills as follows:
-Claws of Thunder is the first skill to start concentrating points, be sure to spare 1 point for Shadow Warrior, then reume with CoT.
-Around Act 4 and 5 Normal, pump Shadow Warrior up to about 6-10 in preparation for Ancients and Baal.
-Finish maxing CoT.  Start pumping Phoenix Strike afterwards.
-Finish maxing PS.  Pick up where you left off with Shadow Warrior.
-Finish maxing Shadow Warrior.  All remaining skill points go into Fists of Fire from now on.

%%%Starting off and Normal Difficulty%%%
I usually buy a Fire Rogue ASAP with my other characters, but Connie was going to use a Cold Rogue so I bought one as soon as she hit level 8.  Although weaker at the start than her Fire sisters, she was still more than sufficient help.  Early on, CoT and Shadow Warrior will ravage everything you come across.  

2 skull gloves will come in handy for the Chance to cast lower resist, you can upgrade the skulls as you progress.  Connie was still using 2 Perfect Skull gloves when she was eliminated from the tournament in Act 5 NM.  She has been using that gemword ever since Act 1 normal starting from 2 flawed skulls in leather gloves.

Consider pumping more points into Shadow Warrior by Act 4 or 5.  A low level Shadow Warrior might not be enough to get by the Ancients and Baal's minions.  Lister's Pack makes short work of Shadow Warriors regardless, so be ready for a lot of recasting.

%%%Nightmare%%%
Maxed CoT will handle the bulk of this difficulty level, especially once Phoenix Strike is added into the mix. Make good use of Cloak of Shadows, until you get Lower Resist it makes monster mobs dramatically less dangerous.  Without Cloak of Shadows against ranged enemies, I like to charge up everything fully on melee targets and then run zig-zag right at the ranged attackers to release it in their midst.  That way I can hopefully charge up behind the protection of the 2 Shadows, and then wipe out the ranged attackers ASAP without exposing myself too  long to their fire.  Safer than trying to charge up in the archer's faces while getting constantly shot at.  Weapon Block is fantastic, but it has some difficulties dealing with large barrages and trying to build up charges while under such attack can be tough.

%%%Hell%%% 
One way or another, try to get 2 Shadow Warriors by this time.  Monsters hit hard, and with 2 Shadows you stand less chance of being immediately overwhelmed in bad situations.  With all chargeups available, no immune should be troublesome.  Non-cold immunes will likely be frozen in their tracks for easy pickings.  Cold immunes may still move, but they will be decimated by FoF and CoT.

Assuming you have a Discontent helm, refresh Battle Orders after every battle.  It lasts long but not long enough, I've let it expire by accident many times so it's better to be safe.  Cast Lower Resist on everything, you can sit back and let the 2 Shadows thin out dangerously large mobs of monsters.  They are more than capable of it against most threats, so you won't be waiting long.  Just be sure your LMB is NOT on Dragon Claw.  Ideally, you should run around with CoT on LMB, but thats a hard habit to get into since most battles end with Dragon Claw.

%%%Diablo Clone/Uber Diablo%%%
Connie fought him only once so far, and he is an annoying bugger.  Her hit rate plunged and combined with his blocking she was whiffing many of her swings.  Due to that fact, he took a while to kill even with Lower Resist.  With weak claws and low hit rate, life leech was almost nonexistant so Connie had to resort to potions to offset his melee attacks.  His Armageddon was slowly nipping away at her life and nearly killed the Rogue also.  She got a magic large charm for her trouble...

&br;


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