Proc'azon Guide v1.08
I debated on whether or not to post this build... it
has been very fun to play (at least for me) and doesn't
seem overly cookie-cutter. Well, I'll post this just
to make a contribution to this forum since I haven't
seen any other similar builds, so here we go...
This bowzon is a strafer Baal runner. Although she has
to walk to the throne room (no enigma yet), she can
clear everything in between at a fairly good pace. Her
gear setup was initially selected to go up against Burning
Souls and other Worldstone nasties that usually insta-kill
those without enough resists. Well, it turned out better
than expected =)
Base Stats: 145 STR (or whatever is enough to
hold your planned gear), 300 DEX (required for high
AR to max strafe hit probabilities), 80 Vit (all I could
spare for this build), 15 Energy(default)
Skill Distribution: 20 Strafe (duh!), 20 penetrate
(go all-out on AR), 20 Valkyrie (your uber tank), 20
Guided Arrow (you can choose another skill besides GA,
but this is the best fast-mover killer and works well
for PvP), 3 Multishot (only used occasionally, can be
raised to 6 by L90), 3 critical strike, 1 cold/ice/freeze
arrow, 1 all other passive/magic skills, 1 jab (optional).
3 spare points to assign elsewhere by L90, including
multishot, freeze arrow, or critical strike, or the
fire arrow tree.
Primary Gear:
====================
Bow: shael'd WF is the primary bow. The secondary
bow should be either a 2x shael'd Hellrack or Witchwild
String (for phys-immunes when amp-dmg isn't going off
as needed)
Armor: Tal's Armor (ptopazed or IAS-jeweled)
- main source of resists and magic-find
Helm: Harly Crest (ptopazed or IAS-jeweled)
- damage resistance, magic-find, +life, +mana, +2 skills
Belt: TGods (elemental dmg, +vit, lightning
absorb), Goldwrap for the Baal kill shots
Gloves: Laying of Hands - holy bolt procs, good
fire resists, very good damage bonus vs. demons. Another
option: Lava Gouts - 20% IAS, fire resists, adds fire
damage, and L10 enchant proc's effect for more AR and
fire damage
Boots: Gore Riders (awesome percentage with
strafe), War Traveller (for Baal kill shots)
Rings: Wisp Projector(lightning absorb, lightningbolt
proc's, MF), Carrion Wind (leech, twister-stuns). For
Worldstone Chamber, switch out Wisp with Ravenfrost
(Anti-Freeze and huge AR-boost). Also keep Nature's
Peace around for those pesky reviving mobs such as greater
mummies and shamans.
Amulet: Atma's Scarab (breaks phys-immunity
- VERY important)
Charms: Annihilus (+18 stats), Gheeds Fortune,
2x shimmering grand charms, 2 passive/magic skills grand
charms, any other dual-stat SC's you need to cover resists
Mercenary Set-up
========================
My two recommendations:
-Act1 cold arrow merc with Riphook bow + Blackhorn's
Mask + Duriel's Shell.
Pro's: Easy to level, tends to survive easier
since she avoids close range combat with monster swarms.
Casts Inner Sight very often to lower enemy defense
and increase strafe hit %'s. The Riphook/Blackhorns
gear combo slows monsters to a crawl, but unlike the
Act2 holy freeze merc, this slow-effect is unresistable.
Also has Prevent-Monster-Heal and Open-Wounds for additional
kill speed.
Cons: Doesn't deal out nearly as much quick damage
as the Act2 merc, but will provide more defense long
term due to gear's slowing effects.
-Act2 nightmare defensive merc with Rockstopper, Shaftstop,
and Reaper's Toll
Pro's: Outputs lots of damage and has very good
health; decrepify from Reaper's Toll breaks physical-immunities
Cons: More difficult to advance since he dies
a lot at lower levels. He always rushes into combat.
Without (enigma) teleport to pull him back to you, he
will be difficult to manage. I recommend going this
route only if you plan on getting Enigma other other
teleport item.
How this Build Works
=============================
Despite how badly Blizz nerfed the bowzon, the class
still has a couple of notable skills going for it, particularly
Strafe. Although strafe's damage is now .75 x base bow
dmg, it still lauches 10 arrows/attacks against all
available per strafe sequence once maxxed at L27. Minimum
strafe shots = int(strafe_level/3) + 1, so it is important
to max strafe to make it a single-target slayer.
When combined with "process effect on striking"
gear such as wisp projector and carrion wind, you'll
notice these "proc's" going off quite a bit
due to the sheer number of attacks/strikes being made
per strafe volley. The large number of individual attacks
directly multiplies the odds of these procs activating
in a given time frame. Atma's Scarab proc's amplify
damage -- when it triggers, it hits an entire crowd
and makes the fight much shorter. Wisp Projector proc's
lightning bolts -- bolts won't do much damage individually,
but they will activate often, netting lots good damage
long term. Carrion Wind's Twisters stuns and damages
mobs -- helps vs. hard + fast hitters like Blood Lords
and Minions of Destruction.
NOTE: Only effects-on-striking will work with
bows, while effects-on-attacking will not. This is very
important, since this prevents most rare/crafted items
from being bow-proc's viable.
This build's primary damage output engine is Atma's
Scarab combined with WindForce (or any other high physical
damage bow). Using the latter two items, single arrows
can hit for up to 8k on lucky shots (deadly strike or
crit strike, amp-dmg) -- more if Crushing Blow goes
off, and amp-dmg will due to the huge number of arrows
being delivered. Combined with Crushing Blow, I've seen
Baal's health cut to 50% in just a few arrow volleys.
Each strafe volley has the potential to deliver 80k
dmg, so non-blocking mobs go down VERY fast. Yes, casters
will still always have higher damage output, but this
class build can hold its own in any situation.
Amplify damage lowers physical resists and can break
physical damage immunity by dropping DR below 100%.
This permits the strafer to mana/life leech off such
normally un-leechable targets. Amplify damage will not
break phys-immunity DR is still > 100% after amplify
damage. For such hard targets, this bowzon can either
go magic-arrow, Hellrack, or both. Such a kill will
be slow, but no arrows nor mana will be spent wearing
down such a mini-boss. Just make sure to kill off the
easier targets first.
The equipment selection above doesn't hit the 120 IAS
breakpoint to get 2 frame strafe shots. It's easy to
get: replace shako with 15% IAS-jeweled Mav's helm,
and replace ptopaz in Tal's Armor with 15% IAS jewel.
You'll lose some MF, life, and mana, but you'll make
the 120% IAS breakpoint.
Typical Routine: Strafe everything (duh). Against
Baal, strafe until he's under 50% life (crushing blow's
effective limit). Amplify-damage should trigger at some
point -- once it does, switch to Guided Arrow if there
are no Festering Tentacles nearby (these will eat you
up otherwise). Why Guided Arrow? Two reasons: 1) GA
apparently has some reduction to block percentages (not
sure what this exact figure is at this time). 2) Guided
Arrow does much higher physical damage that a single
strafe arrow, so Amplify Damage will augment these hits
to greater amounts if they go through unblocked. I've
been running a few tests, and GA seems to do more damage
once Baal is under 50% life and has the Amp-curse on
him. Once the amp-dmg wears off, switch back to strafe
to maximize Atma's proc-effect activation chances.
Put on any high-percentage magic-find gear once Baal's
near dead, and finish the job =) His Festering tentacles
actually help you leech back life/mana -- just walk
out of their range and strafe away. In the meantime,
avoid his mana-void flame thrower by staying just out
of its reach. When facing runners or targets moving
laterally instead of directly at your zon, or when you
have to take down a specific target in a crowd quickly,
use Guided Arrow.
The listed equipment isn't terribly expensive in ladder
any more, so it should be fairly easy to assemble.
Good luck, and please post here if you have any questions
related to this build.
Revision Info:
=============================
1.00 - initial post.
1.01 - Changed recommended Act1 merc gear. Vamp Gaze
= life leech for more rapid self-healing.
1.02 - Changed recommended gloves to Laying of Hands
for Holy Bolt procs and +350% dmg vs. demons (Baal goes
down much faster). Excellent fire resist.
1.03 - Changed recommended Act1 merc armor to p-topaz'd
Skulder's Ire (extra magic find)
1.04 - Updated recommended Act1 merc gear to use Riphook,
Blackhorn's Mask, and Duriel's Shell for 50% slow effect
and prevent monster heal.
1.05 - Added Witchwild String as a secondary bow for
beating physical-immunes
1.06 - Updated Typical-Routine Section. Special Props
to Marta-Fastshot for the info about GA's reduced block
properties
1.07 - Updated strafe + proc's effects explanation,
and clarified what proc-items can be used with bows.
1.08 - Added Lava Gouts as another glove option (thx
to both Elusive and Scythe33 for the suggestion. Keep
'em coming!)
Page 2: Useful information
from the original
thread
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