General
Overview
Basically all popular Assassin builds in LoD also work fine in ES. Claw Mastery is changed to Melee Mastery, and some skills like Tiger Strike and Phoenix Strike work with any weapons. So you may like to try a weapon other than Claws.
The new Assassin weapon Katana has a limited use because of being a 2H sword, but looks cool and the damage is awesome. Iaigiri (a Concentrate like skill) is very defensive and popular among Katana sins. Oskill Whirlwind and oskill Zeal are also recommended for most weapons including Katana and Claws. Shuriken is a ranged skill that shoots throwing knives like Strafe, which is also good as a subskill for MA/Trap builds to activate a CtC curse.
Trapper is one of the best builds for beginners, because it benefits from Skill Tab Reroll and Skill Tab Forging a lot. Weaker fire traps are improved or replaced with a magic damage trap. Death Sentry is *nerfed*, but it doesn't matter after all because abundant curse/aura items and Conviction mercenary greatly increase the total trap damage.
Initial Stats and Increment
| ES 3.00 R6D |
25 |
30 |
25 |
20 |
7 |
10 |
15 |
8 |
0.5 |
2 |
2 |
1 |
2 |
| ES 3.00 R |
25 |
30 |
25 |
20 |
7 |
12 |
25 |
3 |
0.75 |
2 |
3 |
1.25 |
2 |
| ES 3.00 N |
20 |
25 |
20 |
25 |
7 |
12 |
25 |
3 |
0.75 |
2 |
3 |
1.25 |
2 |
| LoD |
20 |
20 |
20 |
25 |
6 |
9 |
15 |
2 |
1.25 |
1.5 |
3 |
1.25 |
1.75 |
Skills
Martial Arts
Assassin - Martial Arts / Shadow Disciplines / Traps
Dragon Talon
- Required Level
- 1
- Prerequisites
- None
- Difference from the LoD version
- Improved damage and Attack Rating bonus.
- Pros
- Very fast attack. Triggers CtC spells frequently.
- Cons
- Kick damage depends on the boots, and difficult to increase. Kick damage is not affected by the damage augmenter.
| # of Kicks (ES) |
4 |
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|
|
|
| # of Kicks (LoD) |
1 |
2 at slvl 6, +1 per 6 levels after that |
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| Kick Damage% (ES) |
30 |
+15 |
|
|
|
|
| Kick Damage% (LoD) |
5 |
+7 |
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|
|
|
| Attack Rating% (ES) |
75 |
+25 |
|
|
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|
| Attack Rating% (LoD) |
20 |
+25 |
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|
| Chance% to Knockback |
100 |
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|
|
| Chance% to Knockback Uniques |
diminishing return (50-100) |
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|
|
| Chance% to Knockback Act Bosses / Players (ES) |
diminishing return (25-80) |
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|
|
| Chance% to Knockback Act Bosses / Players (LoD) |
diminishing return (25-99) |
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| mana cost (ES) |
4 |
|
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|
|
| mana cost (LoD) |
6 |
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|
Mods that will transfer to kicks:
- Open Wounds
- Crushing Blow
- Elemental Damage
- Magic Damage
- +X% Enhanced Damage from non-weapon gear
- +X% Life Leech
- +X% Mana Leech
- +X% Chance to cast xxx on striking
Mods that do NOT transfer to your kicks:
- Deadly Strike
- Critical Strike
- + Max Damage
- + Min Damage
- +X% Enhanced Damage from weapon
- +X% Chance to cast on attacking
Kicking basics (damage formula, ...) from DiabloII:
http://forums.diabloii.net/showthread.php?t=127905
Dragon Claw
- Required Level
- 1
- Prerequisites
- None
- Difference from the LoD version
- Improved damage.
- Notes
- Dragon Claw is the only attack skill that requires dual claw. DC consists of two swings, and the fastest speed is 10 frames (5 frames per swing). This isn't bad as it sounds, because so-called 4 frame zeal (the fastest zeal) has the ending animation and the average speed is roughly 4.8 frame per swing. The fastest DC is nearly as fast as the fastest Zeal and has better damage bonus.
The most popular usage of DC is finisher, the skill to release charge-ups. The skill description reads DC releases the charge twice, but it actually does only once. Even the fastest DC requires 10 frames to release a charge, while single action attack (normal attack/Iaigiri) requires only 7 frames. If you like to release charges as fast as possible, a single action attack would be better. But you can also think like this: DC let you land another physical blow (with good ED) in only 3 frame. After all, using DC as the finisher isn't so bad, especially when you equip a 1H weapon (ie. the only single attack you can use is normal attack.)
Another usage is the main attack skill. As stated above, DC is as good as Zeal. A pure DC build (using only DC) is possible, and can be better than using charge-up skills in some cases, say with tons of Crushing Blow and/or CtC Static. Like Zealots, pure DC builds may lack AoE (ie. weak against a large mob). 1 point in Death Sentry will make up for the lack of AoE well.
- Pros
- Fast attack. Triggers CtC spells frequently.
- Cons
- Requires dual claw. Release only one charge per two swings.
| Damage% (ES) |
100 |
+16 |
|
|
|
|
| Damage% (LoD) |
50 |
+5 |
|
|
|
|
| Attack Rating% (ES) |
75 |
+25 |
|
|
|
|
| Attack Rating% (LoD) |
40 |
+25 |
|
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|
| Mana Cost |
2 |
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|
- Synergies
- Dragon Talon: +12% Damage Per Level
Dragon Tail: +12% Damage Per Level
Dragon Flight: +12% Damage Per Level
Weapon Block: +12% Damage Per Level
Tiger Strike: +12% Damage Per Level
Phoenix Strike: +12% Damage Per Level
Tiger Strike
- Required Level
- 1
- Prerequisites
- None
- Difference from the LoD version
- Receives the synergy. Longer charge duration.
- Pros
- Can be used with any melee weapons. Good damage bonus.
- Cons
- Needs 3 charges for the maximum damage.
| Charge 1 Damage% (ES) |
100 |
+30 |
|
|
|
|
| Charge 2 Damage% (ES) |
200 |
+60 |
|
|
|
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| Charge 3 Damage% (ES) |
300 |
+90 |
|
|
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| Charge 1 Damage% (LoD) |
100 |
+20 |
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|
|
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| Charge 2 Damage% (LoD) |
200 |
+40 |
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|
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| Charge 3 Damage% (LoD) |
300 |
+60 |
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| Attack Rating% (ES) |
48 |
+12 |
|
|
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| Attack Rating% (LoD) |
15 |
+7 |
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| Attack Rating% after each Charge |
+50 |
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| Charge Duration (ES) (seconds) |
15 |
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| Charge Duration (LoD) (seconds) |
9 |
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| Mana cost (ES) |
2 |
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| Mana cost (LoD) |
1 |
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- Synergies
- Cobra Strike: +15% Damage Per Level
Psychic Slash: +15% Damage Per Level
Cobra Strike: +1 Second Duration Per Level
Fists of Fire: +1 Second Duration Per Level
Claws of Thunder: +1 Second Duration Per Level
Blades of Ice: +1 Second Duration Per Level
Phoenix Strike: +1 Second Duration Per Level
Iaigiri
- Required Level
- 6
- Prerequisites
- None
- A new ES skill
- Based on Barbarian's Concentrate and requires a 2H weapon to use.
- Pros
- Very defensive. Low mana cost. Assassins can use one of the fastest 2H weapons, Katana.
- Cons
- Single target, normal speed.
| Weapon Damage (ES) |
5/4 |
|
|
|
|
|
| Weapon Damage (LoD) |
1/1 |
|
|
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| Damage% |
120 |
+25 |
|
|
|
|
| Attack Rating% |
60 |
+12 |
|
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|
| Defense% |
100 |
+10 |
|
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| Physical -> Magic Convert% |
1 per base point |
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|
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|
| Mana Cost |
2 |
+0.125 |
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|
- Synergies
- Tiger Strike: +10% Damage Per Level
Claw Mastery: +10% Damage Per Level
Shuriken: +10% Damage Per Level
Cloak of Shadows: +5% Defense Per Level
Blade Shield: +5% Defense Per Level
Fists of Fire
- Required Level
- 6
- Prerequisites
- None
- Difference from the LoD version
- Improved explosion radius and synergies.
- Pros
- Decent and tight damage.
Cons
- Notes
- A claw only skill, requires 1 claw but works better with 2. it it performs a quick 1-2 hit like dragon claw with 2 equipped gaining full charges in 2 rounds. Needs 3 charges for the maximum damage. Less damage than Claws of thunder. burn damage and explosion damage hit all targets in range
| Charge 1 Melee Fire Damage |
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| Fire Damage (ES) |
4-8 |
+4 |
+8 |
+16 |
+32 |
+32 |
| Fire Damage (LoD) |
6-10 |
+5 |
+10.5 |
+21 |
+31.5 |
+42 |
Charge 2 Fire Explosion
Fire Damage (ES) 4-8 +4 +8 +16 +32 +32 Fire Damage (LoD) 6-10 +5 +10.5 +21 +31.5 +42 Radius of Explosion (ES) (yards) 3.33
Radius of Explosion (LoD) (yards) 2.67
Charge 3 Fire Patch
Fire Damage Per Second (ES) 12-25 +12 +25 +37 +50 +50 Fire Damage Per Second (LoD) 6-10 +5 +10 +16.5 +23 +31 Radius of Fire Patch (ES) (yards) 5.33
Radius of Fire Patch (LoD) (yards) 2.67
Attack Rating% (ES) 45 +15
Attack Rating% (LoD) 15 +7
Attack Rating% after each Charge +50
Physical -> Fire Convert% 3 +3
Charge Duration (ES) (seconds) 15
Charge Duration (LoD) (seconds) 9
Mana Cost (ES) 2 +0.25
Mana Cost (LoD) 3
- Synergies
- Claws of Thunder: +7% Fire Damage Per Level
Blades of Ice: +7% Fire Damage Per Level
Phoenix Strike: +7% Fire Damage Per Level
Dragon Claw: +7% Fire/Cold/Lightning Damage Per Level
Iaigiri: +7% Fire/Cold/Lightning Damage Per Level
Dragon Flight: +7% Fire/Cold/Lightning Damage Per Level
Tiger Strike: +1 Second Duration Per Level
Cobra Strike: +1 Second Duration Per Level
Claws of Thunder: +1 Second Duration Per Level
Blades of Ice: +1 Second Duration Per Level
Phoenix Strike: +1 Second Duration Per Level
Dragon Tail
- Required Level
- 18
- Prerequisites
- Dragon Talon (1)
- Difference from the LoD version
- Improved AR bonus. Increased mana cost.
- Pros
- Converts the damage of a single target skill to AoE damage.
- Cons
- Fire immune monsters won't take the added fire damage. Physical immune monsters won't take physical damage, meaning no fire damage will be done either. It's kind of like a 2 and a half weakness. You can use the melee damage to kill fire immunes, but physical immunes(that can't be broken) will never be affected.
- Notes
- Fire damage is based on physical damage done by the kick, good boots are the key to this skill. dragon tail also gives synergy to fire fist claws of thunder and blades of ice, and posibly other charge ups
| Fire Damage% |
50 |
+10 |
|
|
|
|
| Fire Damage Radius (yards) |
4 |
|
|
|
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| Attack Rating% (ES) |
100 |
+25 |
|
|
|
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| Attack Rating% (LoD) |
20 |
+15 |
|
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|
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| Mana Cost (ES) |
10 |
+0.5 |
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| Mana Cost (LoD) |
10 |
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|
Dragon Blade
- Required Level
- 18
- Prerequisites
- Iaigiri (6)
Difference from the LoD version
- Pros
- attacks 2 enemies quickly. works a lot like double swing on groups of monsters.
Cons
- Notes
- Two hand weapons, knives, and knuckles only. This skill shares all its synergies with shuriken.
| Number of Hits |
2 |
|
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| Damage% |
-50 |
+12 |
|
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| Attack Rating% |
50 |
+20 |
|
|
|
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| Mana Cost |
4 |
|
|
|
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- Synergies
- Iagiri: +7% Damage Per Level
Shuriken: +7% Damage Per Level
Blade Sentinel: +7% Damage Per Level
Blade Shield: +7% Damage Per Level
Claws of Thunder
- Required Level
- 24
- Prerequisites
- Fists of Fire (6)
- Difference from the LoD version
- Improved synergies.
- Pros
- Has the best damage of four elemental charge-up skills.
- Cons
- A claw only skill, requires 1 claw but works better with 2. it it performs a quick 1-2 hit like dragon claw with 2 equiped gaining full charges in 2 rounds. Needs 3 charges for the maximum damage. Lightning damage is unstable because the min damage is 1.
- Notes
- only 1 source of lighting damage will hit each monster per release of claws of thunder. the nova moves faster and will be what hits the monsters around you wile the charged bolts will spread out slightly past the edges of the screen.
| Charge 1 Melee Lightning Damage |
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| Min Lightning Damage |
1 |
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| Max Lightning Damage (ES) |
45 |
+18 |
+36 |
+54 |
+72 |
+72 |
| Max Lightning Damage (LoD) |
80 |
+20 |
+40 |
+60 |
+80 |
+100 |
Charge 2 Lightning (Sorceress Spell)
Min Lightning Damage 1
Max Lightning Damage (ES) 45 +18 +36 +54 +72 +72 Max Lightning Damage (LoD) 40 +20 +40 +60 +80 +100
Charge 3 Nova
Min Lightning Damage 1
Max Lightning Damage (ES) 22 +11 +22 +33 +44 +44 Max Lightning Damage (LoD) 30 +15 +25 +35 +45 +65
Attack Rating% (ES) 75 +15
Attack Rating% (LoD) 15 +7
Attack Rating% after each Charge +50
Charge Duration (ES) (seconds) 15
Charge Duration (LoD) (seconds) 9
Mana Cost (ES) 2 +0.25
Mana Cost (LoD) 4
- Synergies
- Fists of Fire: +7% Cold Damage Per Level
Claws of Thunder: +7% Cold Damage Per Level
Phoenix Strike: +7% Cold Damage Per Level
Dragon Claw: +7% Fire/Cold/Lightning Damage Per Level
Iaigiri: +7% Fire/Cold/Lightning Damage Per Level
Dragon Flight: +7% Fire/Cold/Lightning Damage Per Level
Tiger Strike: +1 Second Duration Per Level
Cobra Strike: +1 Second Duration Per Level
Fists of Fire: +1 Second Duration Per Level
Claws of Thunder: +1 Second Duration Per Level
Phoenix Strike: +1 Second Duration Per Level
Dragon Flight
- Required Level
- 24
- Prerequisites
- Dragon Talon (1), Dragon Tail (18)
- Difference from the LoD version
- Improved damage and AR bonus. Receives flight radius synergy.
- Pros
- Can attack a distant target. Handy for maneuvering.
- Cons
- A single target skill.
| Kick Damage% (ES) |
200 |
+25 |
|
|
|
|
| Kick Damage% (LoD) |
100 |
+25 |
|
|
|
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| Flight Radius (yards) |
18 |
|
|
|
|
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| Attack Rating% (ES) |
150 |
+25 |
|
|
|
|
| Attack Rating% (LoD) |
60 |
+25 |
|
|
|
|
| Mana Cost |
15 |
|
|
|
|
|
- Synergies
- Dragon Talon: +0.67 Yard Per 10 Levels
Dragon Tail: +0.67 Yard Per 10 Levels
Dragon Flight: +0.67 Yard Per 10 Levels
Blades of Ice
- Required Level
- 18
- Prerequisites
- Fists of Fire (6), Claws of Thunder (18)
- Difference from the LoD version
- Improved explosion radius and synergies.
- Pros
- Freeze effect with a good AoE and duration. highly defensive
- Cons
- A claw only skill, requires 1 claw but works better with 2. it it performs a quick 1-2 hit like dragon claw with 2 equipped gaining full charges in 2 rounds. Needs 3 charges for freezing effect. Damage is lower than other elemental charge-up skills.
| Charge 1 Melee Cold Damage |
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| Cold Damage (ES) |
16-32 |
+8 |
+16 |
+24 |
+32 |
+32 |
| Cold Damage (LoD) |
15-35 |
+8 |
+10 |
+21 |
+31 |
+41 |
| Cold Duration (seconds) |
4 |
0.4 |
|
|
|
|
Charge 2 Ice Explosion
Cold Damage (ES) 16-32 +8 +16 +24 +32 +32 Cold Damage (LoD) 15-35 +8 +10 +21 +31 +41 Radius of Explosion (ES) (yards) 5.33
Radius of Explosion (LoD) (yards) 4
Cold Duration (seconds) 4 0.4
Charge 3 Ice Cubes
Cold Damage (ES) 16-32 +8 +16 +24 +32 +32 Cold Damage (LoD) 15-35 +8 +10 +21 +31 +41 Radius of Ice Cubes (ES) (yards) 2.67
Radius of Ice Cubes (LoD) (yards) 2
Freeze Duration (seconds) 4 0.4
Attack Rating% (ES) 90 +15
Attack Rating% (LoD) 15 +7
Attack Rating% after each Charge +50
Charge Duration (ES) (seconds) 15
Charge Duration (LoD) (seconds) 9
Mana Cost (ES) 2 +0.25
Mana Cost (LoD) 2
- Synergies
- Fists of Fire: +7% Cold Damage Per Level
Claws of Thunder: +7% Cold Damage Per Level
Phoenix Strike: +7% Cold Damage Per Level
Dragon Claw: +7% Fire/Cold/Lightning Damage Per Level
Iaigiri: +7% Fire/Cold/Lightning Damage Per Level
Dragon Flight: +7% Fire/Cold/Lightning Damage Per Level
Tiger Strike: +1 Second Duration Per Level
Cobra Strike: +1 Second Duration Per Level
Fists of Fire: +1 Second Duration Per Level
Claws of Thunder: +1 Second Duration Per Level
Phoenix Strike: +1 Second Duration Per Level
Shuriken
- Required Level
- 30
- Prerequisites
- None
- A new ES skill
- Shuriken is a throwing version of Strafe, which requires a throwing knife to use. because it is restricted to 1 hand weapons and throwing knives are lower damage then most other throwing weapons suriken does not have the 3/4 weapon damage penalty strafe does
- Pros
- Fast attack. Also good as a subskill for trappers to trigger CtC Lower Resist, and to pass the time after laying the maximum number of traps.
Cons
- Notes
- shuriken will always throw its minimum number of knives unless ther are no targets in range. at 10 minimum,that might mean 10 knives at one target or 5 each at 2 targets.
Shares many of its synergies with iaigiri and all of them with dragon blade.
In the following table, the "roughly 2% damage per level" note is based on research done by one user; the damage of this skill is highly dependent on several factors, including bonuses from Passive skills (the Barbarian Throwing Mastery as well as Assassin passives).
| Weapon Damage |
roughly 2% per level |
|
|
|
|
|
| Max # of Knives |
5 |
+1 (capped at 10 at slvl 6) |
|
|
|
|
| Min # of Knives |
2 + 1 per 4 slvls
(ex. 3 at slvl 4. can't exceed the max.) |
|
|
|
|
|
| Mana Cost |
11 |
|
|
|
|
|
- Synergies
- Iaigiri: +6% Damage Per Level
Dragon Blade: +6% Damage Per Level
Blade Sentinel: +6% Damage Per Level
Blade Shield: +6% Damage Per Level
Phoenix Strike
- Required Level
- 30
- Prerequisites
- None
- Difference from the LoD version
- Improved explosion radius, damage (especiallly cold damage) and synergies.
- Pros
- Deals one of three elemental damage of your choice.
- Cons
- Each damage is inferior to that of the single elemental charge-up skills. Somewhat unwieldy unless you only want to use the 3rd charge.
| Charge 1 Meteor |
|
|
|
|
|
|
| Fire Damage (ES) |
18-36 |
+9 |
+18 |
+27 |
+36 |
+36 |
| Fire Damage (LoD) |
20-40 |
+10 |
+20 |
+31 |
+40 |
+48 |
| Fire Damage Per Second (ES) |
6-12 |
+6 |
+12 |
+18 |
+24 |
+24 |
| Fire Damage Per Second (LoD) |
6-10 |
+5 |
+10 |
+16.5 |
+23 |
+31 |
| Fire Duration (Second) |
1.2 |
0.6 |
|
|
|
|
| Radius of Explosion (ES) (yards) |
6 |
|
|
|
|
|
| Radius of Explosion (LoD) (yards) |
4 |
|
|
|
|
|
Charge 2 Chain Lightning
Min Lightning Damage 1
Max Lightning Damage (ES) 45 +15 +30 +45 +60 +60 Max Lightning Damage (LoD) 40 +20 +40 +60 +80 +100 Chain Lightning Skip Radius (ES) (yards) 8
Chain Lightning Skip Radius (LoD) (yards) 5.67
Charge 3 Chaos Ice Bolt
Cold Damage (ES) 12-24 +8 +16 +24 +32 +32 Cold Damage (LoD) 16-32 +4 +8 +12.5 +20.5 +28.5 Cold Length (seconds) 4 0.6
Attack Rating% (ES) 105 +15
Attack Rating% (LoD) 15 +7
Attack Rating% after each Charge +25
Charge Duration (ES) (seconds) 15
Charge Duration (LoD) (seconds) 9
Mana Cost 4
- Synergies
- Fists of Fire: +10% Fire/Cold/Lightning Damage Per Level
Claws of Thunder: +10% Fire/Cold/Lightning Damage Per Level
Blades of Ice: +10% Fire/Cold/Lightning Damage Per Level
Dragon Claw: +10% Fire/Cold/Lightning Damage Per Level
Iaigiri: +10% Fire/Cold/Lightning Damage Per Level
Dragon Flight: +10% Fire/Cold/Lightning Damage Per Level
Tiger Strike: +1 Second Duration Per Level
Cobra Strike: +1 Second Duration Per Level
Claws of Thunder: +1 Second Duration Per Level
Blades of Ice: +1 Second Duration Per Level
Phoenix Strike: +1 Second Duration Per Level
Shadow Disciplines
Assassin - Martial Arts / Shadow Disciplines / Traps
Melee Mastery
- Required Level
- 1
- Prerequisites
- None
- Difference from Claw Mastery (LoD)
- Works with any melee weapons.
Pros
Cons
- Notes
- Melee Mastery doesn't stack with Barbarian's Weapon Masteries. The higher level one takes effect.
| Damage% (ES) |
30 |
+6 |
|
|
|
|
| Damage% (LoD) |
35 |
+4 |
|
|
|
|
| Attack Rating% (ES) |
30 |
+12 |
|
|
|
|
| Attack Rating% (LoD) |
30 |
+10 |
|
|
|
|
| Critical Strike% (ES) |
diminishing return (0-30) |
|
|
|
|
|
| Critical Strike% (LoD) |
diminishing return (0-25) |
|
|
|
|
|
Cloak of Shadows
- Required Level
- 1
- Prerequisites
- None
- Difference from the LoD version
- Darkens the screen no longer. (The vapor graphics is also shown above the caster to indicate the duration.) Duration is capped to make recasting easy. Less mana cost. Works like Shout and other armor spells for the defense part (gives skill_armor_percent, not item_armor_percent).
- Pros
- Very effective to disable ranged attackers.
- Cons
- Can't be recast until the duration expires, which is annoying especially when you are proceeding fast.
| Target's Defense% |
-15 |
-3 |
|
|
|
|
| Caster's Defense% |
10 |
+3 |
|
|
|
|
| Duration (seconds) (ES) |
diminishing return (8-32) |
|
|
|
|
|
| Duration (seconds) (LoD) |
8 |
+1 |
|
|
|
|
| Radius (yards) |
20 |
|
|
|
|
|
| Mana Cost (ES) |
8 |
|
|
|
|
|
| Mana Cost (LoD) |
13 |
|
|
|
|
|
- Synergies
- Psychic Slash: -2% Physical Resit Per 3 Levels
Mind Blast: -2% Physical Resit Per 3 Levels
Weapon Block
- Required Level
- 1
- Prerequisites
- None
Difference from the LoD version
Pros : Also blocks some elemental missiles. (This is a less known feature of LoD itself.)
Cons
Note : Increased Chance to Block doesn't work but Faster Block works for Weapon Block.
Burst of Speed
- Required Level
- 6
- Prerequisites
- None
Difference from the LoD version
Pros
Cons
| Skill IAS% |
21 |
27 |
31 |
34 |
37 |
39 |
41 |
42 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
| Skill IAS% |
51 |
|
|
52 |
|
53 |
|
54 |
|
|
55 |
|
|
|
|
| Faster Run/Walk% |
diminishing return (15-70) |
|
|
|
|
|
| Duration (seconds) |
120 |
+12 |
|
|
|
|
| Mana Cost (ES) |
10 |
+0.25 |
|
|
|
|
| Mana Cost (LoD) |
10 |
|
|
|
|
|
- Synergies
- Fade: +12 Seconds Per Level
Venom: +12 Seconds Per Level
Shade Armor: +12 Seconds Per Level
Command Mastery
- Required Level
- 6
- Prerequisites
- None
Difference from the LoD version
- Pros
- Give bonuses to Shadows
Cons
- Synergies
- None
Shadow Warrior
- Required Level
- 12
- Prerequisites
- Command Mastery (6)
- Difference from the LoD version
- Spawned with the same base weapon(s) you equip. You can summon up to three warriors by the synergy.
- Pros
- You can select the skills they use. Benefit from the equipment (Aura whien equipped, for example.)
- Cons
- Generally weaker than Shadow Master.
- Notes
- Generated with random equipment. The base Defense and Attack Rating are determined by the armor and Dexterity. The base Damage is determined by the weapon and Strength.
Please also see Shadow Warrior's Equipment and Life Regeneration.
- Known Issues
- The skill icon shows slightly less Equipment Level. Please see the skill panel for the correct values. The skill panel doesn't show the correct value either while the slvl is zero.
| Base Life |
414 |
|
|
|
|
|
| Max Life% |
0 |
+15 |
|
|
|
|
| Strength |
10 |
+10 |
|
|
|
|
| Dexterity |
10 |
+10 |
|
|
|
|
| Resist All% |
4 |
+4 (capped at 75 at slvl 19) |
|
|
|
|
| Base Defense |
196 |
|
|
|
|
|
| Defense% |
12 |
+12 |
|
|
|
|
| Base Attack Rating |
Normal:163, NM:243, Hell:323 |
|
|
|
|
|
| Attack Rating |
40 |
+40 |
|
|
|
|
| Equipment Item Level (ES) |
18 |
+3 |
|
|
|
|
| Equipment Item Level (LoD) |
18 |
+2 |
|
|
|
|
| Cast Delay (ES) (seconds) |
3 |
|
|
|
|
|
| Cast Delay (LoD) (seconds) |
6 |
|
|
|
|
|
| Mana Cost (ES) |
30 |
+1.5 |
|
|
|
|
| Mana Cost (LoD) |
27 |
+0.5 |
|
|
|
|
Synergies
Shadow Master: +12% defense Per Levels
Shadow Master: +40% attack rating Per Levels
Shadow Master: +10 str/dex Per Levels
command Mastery: +1 Summoned Per 15 Levels
command Mastery: +1% crushing blow Per Levels
command Mastery: +2% piercing attack Per Levels
Fade
- Required Level
- 18
- Prerequisites
- Burst of Speed (6)
Difference from the LoD version
Pros
Cons
- Synergies
- Fade: +12 Seconds Per Level
Venom: +12 Seconds Per Level
Shade Armor: +12 Seconds Per Level
Psychic Slash
- Required Level
- 18
- Prerequisites
- Cloak of Shadows (1)
Difference from Psychic Hammer (LoD)
Pros
Cons
- Notes
- this skill will automatically select a target from about 1/4 of the screen area if you right click with no target or have it on left click and try to use a tp, wp, move, or open chests/pick up items. This feature can be both a pro and a con. In the beginning it's a hindrance to normal things. When you get the hang of it, catching all those fast moving tiny monsters is easy.
| Physical Damage (ES) |
20-40 |
+10 |
+20 |
+30 |
+40 |
+40 |
| Physical Damage (LoD) |
1-3 |
+1 |
+1.5 |
+2 |
+2.5 |
+3 |
| Magic Damage (ES) |
20-40 |
+10 |
+20 |
+30 |
+40 |
+40 |
| Magic Damage (LoD) |
1-3 |
+1 |
+1.5 |
+2 |
+2.5 |
+3 |
| Chance% to Knockback |
100 |
|
|
|
|
|
| Chance% to Knockback Uniques |
diminishing return (50-100) |
|
|
|
|
|
| Chance% to Knockback Act Bosses / Players (ES) |
diminishing return (25-80) |
|
|
|
|
|
| Chance% to Knockback Act Bosses / Players (LoD) |
diminishing return (25-99) |
|
|
|
|
|
| Mana Cost (ES) |
8 |
+0.25 |
|
|
|
|
| Mana Cost (LoD) |
4 |
+0.25 |
|
|
|
|
- Synergies
- Cloak of Shadows: +5% all Damage Per Level
Mind Blast: +5% all Damage Per Level
Venom
- Required Level
- 24
- Prerequisites
- Burst of Speed (6), Fade (18)
- Difference from the LoD version
- Longer poison length.
Pros
- Cons
- Longer poison length.
| Poison Damage Per Second (ES) |
112-150 |
+25 |
+37 |
+50 |
+68 |
+68 |
| Poison Damage Per Second (LoD) |
150-200 |
+37 |
+50 |
+62 |
+75 |
+87 |
| Poison Length (seconds) (ES) |
2 |
|
|
|
|
|
| Poison Length (seconds) (LoD) |
0.4 |
|
|
|
|
|
| Duration (seconds) (ES) |
120 |
+5 |
|
|
|
|
| Duration (seconds) (LoD) |
120 |
+4 |
|
|
|
|
| Mana Cost (ES) |
12 |
+0.5 |
|
|
|
|
| Mana Cost (LoD) |
12 |
|
|
|
|
|
- Synergies
- Burst of Speed: +5 Seconds Per Level
Fade: +5 Seconds Per Level
Shade Armor: +5 Seconds Per Level
Cloaks of Shadows: +5% Poison Damage
Poison Stream: +5% Poison Damage
Shadow Master
- Required Level
- 24
- Prerequisites
- Command Mastery (6), Shadow Warrior (12)
- Difference from the LoD version
- Spawned with a Cap, War Hat or Hood. You can summon two Shadow Masters by the synergy.
- Pros
- Fights autonomously and uses various skills. Benefit from the equipment (Aura when equipped, for example.)
- Cons
- You can't control the skills she uses. Her Mind Blast may be annoying, for example. charging up pheonix strike then setting traps till the charges expire or scattering a tight pack with mind blast stuning half of them making it take twice as long to kill then.
- Notes
- Generated with random equipment. The base Defense and Attack Rating are determined by the armor and Dexterity. The base Damage is determined by the weapon and Strength.
Please also see Shadow Master's Equipment and Life Regeneration.
- Known Issues
- The skill icon shows slightly less Equipment Level. Please see the skill panel for the correct values. The skill panel doesn't show the correct value either while the slvl is zero.
Shadow Master sometimes fails to catch up with you and disappears. This often occurs when you have a lot of FRW and use BoS.
| Base Life |
414 |
|
|
|
|
|
| Max Life% |
0 |
+15 |
|
|
|
|
| Strength |
10 |
+10 |
|
|
|
|
| Dexterity |
10 |
+10 |
|
|
|
|
| Resist All% |
diminishing return (5-80)
(capped at 75 without +Max Res items) |
|
|
|
|
|
| Base Defense |
196 |
|
|
|
|
|
| Defense% (ES) |
6 |
+6 |
|
|
|
|
| Defense% (LoD) |
none |
|
|
|
|
|
| Base Attack Rating |
Normal:163, NM:243, Hell:323 |
|
|
|
|
|
| Attack Rating |
40 |
+40 |
|
|
|
|
| Equipment Item Level (ES) |
24 |
+4 |
|
|
|
|
| Equipment Item Level (LoD) |
24 |
+3 |
|
|
|
|
| Cast Delay (ES) (seconds) |
3 |
|
|
|
|
|
| Cast Delay (LoD) (seconds) |
6 |
|
|
|
|
|
| Mana Cost (ES) |
40 |
+2 |
|
|
|
|
| Mana Cost (LoD) |
35 |
+0.5 |
|
|
|
|
- Synergies
- Shadow Warrior: +12% defense Per Levels
Shadow Warrior: +40% attack rating Per Levels
Shadow Warrior: +10 str/dex Per Levels
Command Master: +1 Summoned Per 30 Levels
Command Master: +1% crushing blow Per Levels
Command Master: +2% piercing attack Per Levels
Shade Armor
- Required Level
- 30
- Prerequisites
- Burst of Speed (6), Fade (18), Venom (24)
A new ES skill
- Pros
- Physical Resist% (DR%) is capped at 50%, but more than that is helpful when cursed.
Cons
| Defense% |
30 |
+10 |
|
|
|
|
| Physical Resist% |
10 |
+2 (capped at 140% at level 65) |
|
|
|
|
| Duration (seconds) |
120 |
+12 |
|
|
|
|
| Mana Cost (ES) |
10 |
+0.25 |
|
|
|
|
- Synergies
- Burst of Speed: +12 Seconds Per Level
Fists of Fire: +12 Seconds Per Level
Venom: +12 Seconds Per Level
Mind Blast
- Required Level
- 30
- Prerequisites
- Cloak of Shadows (1), Psychic Slash (18)
- Difference from the LoD version
- Much improved damage. Less conversion chance/length.
- Pros
- A great crowd control skill.
- Cons
- Sometimes conversion may be annoying.
| Physical Damage (ES) |
14-28 |
+7 |
+14 |
+21 |
+28 |
+28 |
| Physical Damage (LoD) |
10-20 |
+2 |
+5 |
+8 |
+8 |
+8 |
| Stun Length (seconds) (ES) |
2 |
+0.12 |
|
|
|
|
| Stun Length (seconds) (LoD) |
2 |
+0.2 |
|
|
|
|
| Conversion Chance% (ES) |
diminishing return (10-25) |
|
|
|
|
|
| Conversion Chance% (LoD) |
diminishing return (15-40) |
|
|
|
|
|
| Conversion Length (seconds) (ES) |
4~5 (random) |
|
|
|
|
|
| Conversion Length (seconds) (LoD) |
6~10 (random) |
|
|
|
|
|
| Radius (yards) |
2.67 |
|
|
|
|
|
| Mana Cost |
15 |
|
|
|
|
|
- Synergies
- Cloak of Shadows: +5% Damage Per Level
Psychic Slash: +5% Damage Per Level
Cloak of Shadows: +0.67 Yard Per 10 Levels
Psychic Slash: +0.67 Yard Per 10 Levels
Traps
Assassin - Martial Arts / Shadow Disciplines / Traps
In LoD, Sentry type traps are treated as minions, and their damages aren't correctly boosted by caster's Elemental Mastery, +% To Elemental Skill Damage and -% To Enemy Elemental Resist. This problem is fixed in ES.
Cold Blast
- Required Level
- 1
- Prerequisites
- None
- Difference from Fire Blast
- Deals cold damage instead of fire damage. Improved damage.
- Pros
- Good skill from level 1. Low mana cost as a left click skill.
- Cons
- Can be hard to aim till you get used to it.
| Cold Damage (ES) |
4-9 |
+5 |
+10 |
+20 |
+40 |
+40 |
| Cold Duration (seconds) (ES) |
2 |
+0.4 |
|
|
|
|
| Fire Damage (LoD) |
3-4 |
+2 |
+5 |
+11 |
+20 |
+31 |
| Throw Radius (yards) |
3.33 |
+0.67 Per 6 Levels |
|
|
|
|
| Mana Cost (ES) |
5 |
+0.25 |
|
|
|
|
| Mana Cost (LoD) |
3 |
+0.125 |
|
|
|
|
- Synergies
- Ice Fangs: +8% Cold Damage Per Level
Cold Wave: +8% Cold Damage Per Level
Shock Web: +6% Cold Damage Per Level
Lava Sentry: +6% Cold Damage Per Level
Lightning Sentry: +6% Cold Damage Per Level
Steam Sentry: +6% Cold Damage Per Level
Shock Web
- Required Level
- 1
- Prerequisites
- None
- Difference from the LoD version
- Improved damage. No cast delay
- Pros
- You can aim at specific monsters.
- Cons
- Less effective against moving monsters.
- Notes
- Cast delay is removed, but this advantage should be used to scatter the webs, not to stack the webs in one place, because next delay still exists and a monster can be hurt by the webs only once per second.
| Lightning Damage (ES) |
1-12 |
+5 |
+10 |
+20 |
+30 |
+30 |
| Lightning Damage (LoD) |
3 |
+3 |
+6 |
+10 |
+15 |
+21 |
| # of Missiles (ES) |
6 |
+1 per 3 slvls |
|
|
|
|
| # of Missiles (LoD) |
6 |
+1 per 4 slvls |
|
|
|
|
| Cast Delay (second) (ES) |
none |
|
|
|
|
|
| Cast Delay (second) (LoD) |
0.6 |
|
|
|
|
|
| Next Delay (second) |
0.6 |
|
|
|
|
|
| Throw Radius (yards) |
2 |
+0.22 |
|
|
|
|
| Radius (yards) (ES) |
1.33 |
+0.67 per 6 slvls |
|
|
|
|
| Radius (yards) (LoD) |
1.67 |
+0.67 per 12 slvls |
|
|
|
|
| Mana Cost (ES) |
5 |
+0.25 |
|
|
|
|
| Mana Cost (LoD) |
6 |
|
|
|
|
|
- Synergies
- Lava Sentry: +8% Cold Damage Per Level
Lightning Sentry: +8% Cold Damage Per Level
Steam Sentry: +8% Cold Damage Per Level
Cold Blast: +6% Cold Damage Per Level
Ice Fangs: +6% Cold Damage Per Level
Cold Wave: +6% Cold Damage Per Level
Blade Shield
- Required Level
- 6
- Prerequisites
- None
- Difference from the LoD version
- Longer duration. Also deals Lightning damage.
- Pros
- Triggers the special effects like Crushing Blow.
- Cons
- Short radius. 1 second of interval between each damage.
- Notes
- Using this skill reduces the durability of the weapon. CtC On Striking doesn't work, but CtC On Attack works.
Blade Shield is a good 1 pointer, the duration is low but as you add +skills to your equipment the duration improves enough. 1 point is the most you should have, with one glaring exception: pumping it to synergize Blade Sentinel if you expect to use Sentinels a lot.
Really, the only build where I would say Blade Shield truly shines is an Iaigiri build.
With that build, it will do decent damage, be in range to do that damage, and leech
globs of life. For every other build I've tried, it isn't nearly as good.
On melee builds using smaller one handed weapon(s), leave Blade Shield at 1. Such builds
are elemental Martial Arts and kickers. With a short stubby weapon it doesn't hit for
much, but the very fact that it is free leech makes it worth putting 1 point into.
On ranged builds you can invest either 0 or 1 point, you are not likely to get hit much
and when you do it will not help much anyway. Trappers and Shuriken builds fit here.
(quoted from Blinn's post)
| Weapon Damage |
1/4 |
|
|
|
|
|
| Lightning Damage (ES) |
1-13 |
+2.5 |
+5 |
+6 |
+8 |
+8 |
| Physical Damage (ES) |
1-13 |
+2 |
+4 |
+6 |
+8 |
+8 |
| Physical Damage (LoD) |
1-30 |
+5 |
+6 |
+7 |
+7 |
+7 |
| Radius (yards) |
4 |
|
|
|
|
|
| Duration (seconds) (ES) |
60 |
+10 |
|
|
|
|
| Duration (seconds) (LoD) |
20 |
+5 |
|
|
|
|
| Mana Cost (ES) |
27 |
+1 |
|
|
|
|
| Mana Cost (LoD) |
27 |
+2 |
|
|
|
|
- Synergies
- Blade Sentinel: +10 Seconds Per Level
Blade Sentinel: +12% All Damage Per Level
Poison Stream: +12% All Damage Per Level
Cold Blast: +12% All Damage Per Level
Shock Web: +12% All Damage Per Level
(The damage from the weapon isn't affected by the synergy.)
Lava Sentry
- Required Level
- 6
- Prerequisites
- Shock Web (1)
- Difference from the LoD version
- Improved damage. Increased number of shoots.
Pros
Cons
- Notes
- entire shots occasionally appear to miss monsters that should have taken several hits.
| Fire Damage (ES) |
4-8 |
+2 |
+3 |
+4 |
+6 |
+6 |
| Fire Damage (LoD) |
5-10 |
+2 |
+3 |
+5.5 |
+7.5 |
+9.5 |
| # of Shoots |
5 |
|
|
|
|
|
| Mana Cost (ES) |
13 |
+0.5 |
|
|
|
|
| Mana Cost (LoD) |
13 |
|
|
|
|
|
| # of Traps |
5 |
+ 1 Per 10 Base Points |
|
|
|
|
- Synergies
- Shock Web: +8% Fire Damage Per Level
Lightning Sentry: +8% Fire Damage Per Level
Steam Sentry: +8% Fire Damage Per Level
Cold Blast: +6% Fire Damage Per Level
Ice Fangs: +6% Fire Damage Per Level
Cold Wave: +6% Fire Damage Per Level
Blade Sentinel
- Required Level
- 12
- Prerequisites
- Blade Shield (6)
- Difference from the LoD version
- No recast delay. Rather than the duration and cast delay determining the max number of sentinels you can have out, now there is a max number that goes up with synergy from blade shield.
- Pros
- Triggers special effects like Crushing Blow. This skill can do massive damage to a small area, say an act boss and its minions, or scaling down as the area gets bigger do average damage as blades cut their way across the screen in every direction. Excellent for seal spawns and waves in the throne room.
- Cons
- Sometimes hard to control. As the max number of blades goes up, it's harder to tell if you have cast the max number.
| Weapon Damage (ES) |
1/4 |
|
|
|
|
|
| Weapon Damage (LoD) |
3/8 |
|
|
|
|
|
| Physical Damage (ES) |
6-9 |
+3 |
+6 |
+9 |
+12 |
+12 |
| Physical Damage (LoD) |
6-10 |
+3 |
+4 |
+5 |
+5 |
+5 |
| # of Missiles |
5 |
|
|
|
|
|
| Missile Duration (seconds) (ES) |
4 |
+0.2 |
|
|
|
|
| Missile Duration (seconds) (LoD) |
4 |
+0.48 |
|
|
|
|
| Cast Delay (seconds) (ES) |
none |
|
|
|
|
|
| Cast Delay (seconds) (LoD) |
2 |
|
|
|
|
|
| Mana Cost (ES) |
7 |
+0.5 |
|
|
|
|
| Mana Cost (LoD) |
7 |
|
|
|
|
|
- Synergies
- Blade Shield: +1 Missile Per 4 Levels
Blade Shield: +0.2 Second Per Level
Blade Shield: +10% Damage Per Level
Ice Fangs
- Required Level
- 12
- Prerequisites
- Cold Blast (1)
- Difference from Fire Blast
- Greatly improved damage.
- Pros
- Spammable. Good AoE.
Cons
| Cold Damage (ES) |
10-20 |
+5 |
+10 |
+15 |
+30 |
+30 |
| Magic Damage (LoD) |
2-4 |
+1 |
+1.2 |
+1.7 |
+2.2 |
+2.7 |
| # of Missiles |
3 |
+1 per 3 levels (capped at 12) |
|
|
|
|
| Mana Cost (ES) |
2 |
+0.5 |
|
|
|
|
| Mana Cost (LoD) |
3 |
+0.5 |
|
|
|
|
- Synergies
- Cold Blast: +7% Cold Damage Per Level
Cold Wave: +7% Cold Damage Per Level
Shock Web: +5% Cold Damage Per Level
Lava Sentry: +5% Cold Damage Per Level
Lightning Sentry: +5% Cold Damage Per Level
Steam Sentry: +5% Cold Damage Per Level
Lightning Sentry
- Required Level
- 18
- Prerequisites
- Shock Web (1), Lava Sentry (6)
- Difference from the LoD version
- Higher damage, higher mana cost and more traps total with hard point investment.
Pros
- Cons
- higher mana cost plus more total traps can be hard to maintain mana levels without the ability to get mana on kill from sentry traps.
| Lightning Damage Min |
1 |
|
|
|
|
|
| Lightning Damage Max (ES) |
30 |
+18 |
+27 |
+36 |
+45 |
+45 |
| Lightning Damage Max (LoD) |
20 |
+10 |
+16 |
+24 |
+34 |
+34 |
| # of Shoots |
10 |
|
|
|
|
|
| Mana Cost (ES) |
20 |
+0.5 |
|
|
|
|
| Mana Cost (LoD) |
20 |
|
|
|
|
|
- Synergies
- Charged Bolt Sentry: +1 Trap Per 10 Levels
Shock Web: +10% Lightning Damage Per Level
Charged Bolt Sentry: +10% Lightning Damage Per Level
Death Sentry: +10% Lightning Damage Per Level
Poison Stream
- Required Level
- 24
- Prerequisites
- Blade Shield (6), Blade Sentinel (12)
- Difference from Blade Fury
- Less weapon damage. Also deals poison damage.
- Pros
- Deals 2 kinds of damage. Triggers the special effects like Crushing Blow.
Cons
| Weapon Damage (ES) |
1/2 |
|
|
|
|
|
| Weapon Damage (LoD) |
3/4 |
|
|
|
|
|
| Poison Damage per second (ES) |
28-56 |
+19 |
+28 |
+38 |
+56 |
+56 |
| Poison Duration (seconds) (ES) |
2 |
|
|
|
|
|
| Physical Damage (LoD) |
8-10 |
+3 |
+5 |
+8 |
+8 |
+8 |
| Mana Cost |
1 |
+0.125 |
|
|
|
|
- Synergies
- Death Sentry: +10% Poison Damage Per Level
Venom: +10% Poison Damage Per Level
Cold Wave
- Required Level
- 24
- Prerequisites
- Cold Blast (1), Teeth(12)
- A new ES skill
- This is Baal's Cold Wave with improved damage.
- Pros
- Good AoE. Very defensive (chill and knockbak effect).
- Cons
- mana intensive.
| Cold Damage |
18-36 |
+8 |
+12 |
+16 |
+20 |
+20 |
| Cold Length (seconds) |
4 |
+1 |
|
|
|
|
| Cast Delay (seconds) |
0.4 |
|
|
|
|
|
| Mana Cost |
18 |
+0.75 |
|
|
|
|
- Synergies
- Cold Blast: +8% Cold Damage Per Level
Blades of Ice: +8% Cold Damage Per Level
Phoenix Strike: +4% Cold Damage Per Level
Steam Sentry
- Required Level
- 24
- Prerequisites
- Shock Web (1), Lava Sentry (6), Lightning Sentry (18)
Difference from Inferno Sentry
Pros
Cons
- Notes
- deals fire damage in what looks like a wide colum but in use the animation and monsters affected dont always match up.
| Magic Damage per second (ES) |
9-18 |
+9 |
+18 |
+27 |
+36 |
+36 |
| Fire Damage per second (LoD) |
12-30 |
+11 |
+13 |
+16 |
+20 |
+24 |
| # of Shoots |
10 |
|
|
|
|
|
| Mana Cost (ES) |
20 |
+0.5 |
|
|
|
|
| Mana Cost (LoD) |
20 |
|
|
|
|
|
- Synergies
- Wake of Fire Sentry: +1 Trap Per 10 Levels
Wake of Fire Sentry: +0.67 Yard Per 4 Levels
Wake of Fire Sentry: +12% Magic Damage Per Level
Charged Bolt Sentry: +6% Magic Damage Per Level
Lightning Sentry: +6% Magic Damage Per Level
Death Sentry: +6% Magic Damage Per Level
Death Sentry
- Required Level
- 30
- Prerequisites
- Shock Web (1), Lava Sentry (6), Lightning Sentry (18), Steam Sentry (24)
- Difference from the LoD version
- Less Corpse Explosion damage.
- Pros
- Even 1 point works fine. Also good as a subskill for melee builds.
- Cons
- Requires a corpse to activate Corpse Explosion.
- Notes
- Corpse Explosion damage had been only 10~25% of Monster's Life in the original ES 3.00. This was increased in the patch to 20~40%, which is still lower than the LoD value. This is because Conviction Mercenary is very common with Trappers in ES, and curses like Amplify Damage is very common with Melee Sins.
| Lightning Damage Min |
1 |
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| Lightning Damage Max (ES) |
45 |
+8 |
+16 |
+24 |
+32 |
+32 |
| Lightning Damage Max (LoD) |
50 |
+8 |
+14 |
+22 |
+28 |
+34 |
| Corpse Explosion Damage (ES) |
20~40% of Monster's Life |
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| Corpse Explosion Damage (LoD) |
40~80% of Monster's Life |
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| # of Shoots |
5 |
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| Radius (yards) (ES) |
2.66 |
+0.16 |
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| Radius (yards) (LoD) |
2.66 |
+0.33 |
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| Mana Cost (ES) |
20 |
+0.5 |
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| Mana Cost (LoD) |
20 |
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- Synergies
- Lightning Sentry: +1 Trap Per 10 Levels
Shock Web: +10% Lightning Damage Per Level
Charged Bolt Sentry: +10% Lightning Damage Per Level
Lightning Sentry: +10% Lightning Damage Per Level