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Icemage's Unofficial Guide to
the Diablo II®
Bowazon INTRODUCTION
So you want to be a
Bowazon, huh?
You think all it
takes is a springy piece of wood and a pretty head of golden hair?
Well, it's not. To
be a Bowazon takes skill, finesse, and most of all, the right attitude.
Welcome to Attitude
Adjustment class.
CAVEATS
This guide is
intended to help amazons who want to use a BOW. Do NOT take the advice regarding
any of these skills if you are considering using a Javelin(Javazon) or
Spear(Spearazon/Pikazon). Most of my advice is geared towards PvM (Player vs.
Monster), and not PvP(Player vs. Player), as it is my preferred method of play.
This guide is geared only for Normal play, not Hardcore. The advice I give out
here is just that - Advice! I've tried to present differing opinions where they
exist as part of the general majority, and noted where possible the reasons
given for each stance. This guide is updated as of 2/08/01, and is designed for
Diablo II version 1.05b.
There are MAJOR
REVISIONS in this version of my Guide. Diablo II, patch versions 1.04 and 1.05
introduced some extreme changes to the way Bowazons fight.
CREDITS
Thanks go out to
Vehementi (you are the wind beneath my wings), and everyone else on the
DiabloII.net Amazon Forum who has spent their time in an effort to share a lot
of hard-earned knowledge. Thanks also go to Sinister Stairs, Warhog, Siness,
Berner, Saddguy, Kyoryu, Tlczech, AK404, and Epi for corrections and advice.
Thanks go to Clerista, BrianP, rpk740, Sethenal, Zitta, TheOwner, and Skyelarr
for assistance in testing the way things work in versions 1.04 and 1.05. Special
thanks go to Spirea for posting an excellent resource guide on imbuing bows.
Special thanks to Trucidation for his hard work and research on Amazon damage,
both under 1.03 and 1.04. Heartfelt thanks to all my friends on the US West
realm who have taken a lost soul under their wing and rescued me from the
oblivion that is Single Player. Last but not least, kudos to the Blizzard guys
for making a great game, and providing some hard numbers to crunch at the Chaos
Sanctuary.
DISCLAIMER
Any errors in this
document are strictly my own. The author is neither employed by nor represents
Blizzard Entertainment in any way. Opinions expressed herein are solely that of
the author. Use this information at your own risk. Diablo II is a registered
trademark of Blizzard Entertainment. This document may only be reproduced by
permission of the author. All rights reserved. Don't take the red or the blue,
choose green instead.
THE
STATS
One of the most
often asked questions by inexperienced Bowazons is "How much do I put in my
stats?"
STRENGTH
Good strength is
necessary to use a good bow. It is imperative that this score be raised with
Dexterity early. I recommend a Strength of at least 50(minimum strength
required to use a Long War Bow) by the time a Bowazon reaches level 20, if not
higher. Higher strength allows use of better armor (not much of a concern, see
the Equipment section below for more information on the reasoning behind this)
as well as better bows (big concern).
There are 4
commonly used high-level bows: Rune Bows, Gothic Bows, Chu-Ko-Nus, and Double
Bows. Depending on your equipment setup and personal preferences, any one may
be a better choice for you. You'll need at least 58 Strength for a Double Bow,
73 Strength for a Rune Bow, 80 Strength for a Chu-Ko-Nu, or 95 Strength to use
a Gothic Bow. You might raise Strength even higher if you want some specific
items, like Silks of the Victor at 100 Strength. Just remember that Strength
does not increase your damage as a Bowazon. Double Bows are the fastest, but
weakest bows. Chu-Ko-Nus and Rune Bows are fast, and offer very good damage.
Gothic Bows are slower than the others, but still reasonably fast, and offer
the highest damage over time in most equipment configurations.
Lightweight
Bowazons: One
of the interesting things about the Bowazon is that her only dependence on
Strength is to use a Bow. It is possible, with exceptionally good equipment,
to create a Bowazon with few(so called "lightweight") or no(so
called featherweight") natural stat points invested in Strength, and
instead use the savings to add to Dexterity instead. To use the higher quality
bows, it is necessary to gather enough items that add to Strength to make up
the shortfall in stats. This allows for a much higher Dexterity score, making
such a Bowazon very deadly indeed. Another way to create this alternate
version is by using bows with reduced stat requirements(or combine both
approaches). DEXTERITY
Dexterity is the
lifeblood of every Bowazon. It is by far the most important stat for a Bowazon
to have. It is not unheard of for high level Bowazons to have 300 or more
Dexterity. Why such an emphasis on Dexterity? Because damage with bows and
crossbows is linked to Dexterity rather than Strength. The formula for
Dexterity bonus damage is:
+ Bow's Base
Physical Damage * (Dex / 100)
What this means
in practical terms is that you get a increase to your total damage score equal
to 1% of your bow's damage for each and every point of Dexterity your
character has. So if you have a bow that does 10-50 physical damage, and you
have 200 Dexterity, you get 20 points added to minimum damage (10 * 200 / 100)
and 100 points added to your maximum damage (50 * 200/100). Assuming no other
damage modifiers, your damage will be 30-150 damage. In addition to increasing
damage, each point of Dexterity also adds 4 points to Attack Rating (AR), and
every 4 points of Dexterity adds 1 point to Defense Rating (DR)(more on DR and
why it doesn't matter later, in the Equipment section). Taking all this
together, every spare stat point should probably go to Dexterity. VITALITY
Vitality seems
like an amazing stat to invest in. For the Amazon, each point of Vitality
grants 3 points of Life, and one point of Stamina. Sound like a good deal? It
is. How many points do I recommend putting here?
NONE.
Here's the
reason: A good Bowazon can and should be able to avoid almost all enemies on
foot. When forced to go into melee range, a Bowazon needs to:
(1) Get Away and
(2) Get Away.
Did I mention you
should Get Away? Good. That said, there will be times when you mess up, or
can't find a place to run, or are getting hit by missile attacks, and that's
when it's a good time to have lots of Life. Even so, however, it is far better
to find items that grant Life than to waste valuable stat points on Vitality
(later on you can find items of the Colossus which can add more than 50 life
apiece - each of which worth as much as 15+ Vitality - see the Equipment
section for more details).
HIGH
VITALITY:
There is a growing minority of high-level players who advocate adding points
into Vitality(at the cost of Dexterity) at later levels, to increase longevity
and decrease the frustration factor of XP loss at higher levels. The point of
this is that after a certain point, damage takes a back seat. If you do 200
damage per arrow, and a monster has 300 hit points, you could just as well do
170 damage and still kill the same monster with 2 arrows. If you take this
approach, I don't recommend adding points to vitality until rather high
levels(35+), as you will probably need the stat points to use the bow of your
choice. ENERGY
Ahhhh, mana. The
thing that makes all the wonderful effects in Diablo 2 go. The Amazon starts
with a paltry 15 points in Energy, and many of her skills require mana. So how
many points in Energy should you add, you ask?
And the audience
says...
Drum roll and the
envelope please....
Zero! What? How
do you manage to play with only 15 in Energy? To that I would reply: Mana
Steal. Items, which allow you to steal a % of the damage you deal, are worth
far more than investing points in energy. You can steal back 100 times your
energy orb's worth of mana by using mana steal in the same time that you'd
regenerate naturally with extra points in Energy. As with Vitality, later on
in the game, if you absolutely need the mana (for a high level Valkyrie for
example), you can find Wyrm's items, which can grant more than 50 mana apiece
- that's worth over 30 stat points in Energy, as the Amazon gets only 1.5 mana
per point in Energy. THE
SKILLS
Another question
often asked is: What skills should I invest in as a Bowazon?
THE
SPEAR/JAVELIN TREE
As a wielder of
the Bow, you have little or no concern for other weapons. The only skill you
might possibly want from the Spear/Javelin tree is...
JAB: 0
or 1
Many
experienced players like to put 1 point in Jab to speed through the early
stages(through about level 30 or so), and against some of the nastier
bosses. It is often recommended that if you are having problems against
Duriel or Diablo, or any other tough boss, go find yourself a good Pike and
put a point in Jab. If you're a purist though, you CAN get by without it ,
but be warned that it may take some deviousness to kill some of the tough
bosses (see the Strategy section below).
NOTES:
Jab speed is unaffected by the
slowing effects of cold damage(chill effects from things like Frost Novas),
Holy Freeze(Aura Enchanted Bosses), and is uninterruptible(no stun
animations when you get hit).
You can Jab with only Javelin(1
handed) and Spear(2 handed) class weapons. THE
BOW TREE
MAGIC
ARROW: 1 As they say,
Just Say No. One Point. Period. Arrows and bolts are cheap. BUY THEM. NOTES: Magic Arrow
does NOT automatically hit. Magic Arrow can
be Blocked by a shield. Magic Arrow can
be Avoid/Evaded. Magic Arrow can
score Critical Strikes. Magic Arrow can
steal mana/life. Some early
Amazon guides support bringing this skill to 13 to drop the mana cost to 0.
Don't believe the hype. You'll be wishing you had the extra points in other
skills at higher difficulty settings. Unique Bows
that fire Magic Arrows still use arrows for all other Bow skills. Magic Arrow's
additional magic damage is added onto the normal arrow(level 1 means that if
your normal arrows deal 100-200 damage, your Magic Arrow will deal 101-201
damage). FIRE
ARROW: 0 or 1 Flame-tipped
arrows look cool. Flame-tipped bolts also look cool. Fire Arrows do zilch
for damage, however. Unless you want Immolation Arrow (see below), skip this
skill entirely. NOTES: Fire Arrow
always hits. Fire Arrow can
be Blocked by a shield. Fire Arrow can
be Avoided/Evaded. Fire Arrow can
NOT score Critical Strikes. Fire Arrow can
steal life/mana. COLD
ARROW: 1 Ice blue-tipped
arrows look just as cool as flame-tipped, and have about as much effect. One
Point. NOTES: Cold Arrow
always hits. Cold Arrow can
be Blocked by a shield. Cold Arrow can
be Avoided/Evaded. Cold Arrow can
NOT score Critical Strikes. Cold Arrow can
steal life/mana. MULTIPLE
SHOT: 7+ Multiple arrows
spraying forth look awesome. Good rate of fire, no mobility issues. A great
skill. NOTES: Multiple Shot
does NOT automatically hit, but it DOES tends to hit a lot, particularly at
close range. Each arrow which passes by a target will check to hit. If it is
a miss, it will keep flying past the target, and the next arrow in range
will be checked. This means at close range you get multiple chances to hit a
target(although as noted, only one arrow will hit) Multiple Shot
can be Blocked by a shield. Multiple Shot
can be Avoided/Evaded. Multiple Shot
can score Critical Strikes. Multiple Shot
can steal life/mana. Under the 1.03
and later patches, it is impossible to hit a monster with more than one
Multiple Shot arrow, regardless of what the graphics look like or how big
the monster is (Duriel for example). Maxing this
skill out is pretty pointless, as the extra arrows end up getting wasted
except against very large groups (Act IV, Moo Moo Farm) of monsters, and the
mana cost starts getting extravagant at high levels. You can use the
above trick to "pierce" past monsters to hit monsters in the back
of a pack, such as Shamans, Mummies, or Bosses. You can control
the spread of Multiple Shot's fire pattern by clicking closer(wide spread)
or farther(tight spread) using the Shift key. EXPLODING
ARROW: 0 or 1 Exploding
arrows look even cooler than Fire Arrows. Unfortunately, they're just as
worthless. No points here, unless you want Immolation Arrows (see below). NOTES: Exploding Arrow
always hits. Exploding Arrow
can be Blocked by a shield. Exploding Arrow
can be Avoided/Evaded. Exploding Arrow
can NOT score Critical Strikes. Exploding
Arrows can steal life/mana. The splash
damage range for Exploding Arrow is very small. Ravenclaw, the
unique bow that fires Exploding Arrows, will only do so when using Normal
Attack, or Exploding Arrow. All other bow skills will override the Exploding
Arrow property of this bow(sorry, you can't Multiple Shot Exploding Arrows). ICE
ARROW: 1 One Point,
only. This skill is a great option for the left mouse button, and can get
you out of sticky situations by freezing monsters in place to clear a path
to safety. NOTES: Ice Arrow
always hits. Ice Arrow can
be Blocked by a shield. Ice Arrow can
be Avoid/Evaded. Ice Arrow can
NOT score Critical Strikes. Ice Arrow can
steal life/mana. Additional
points in Ice Arrow are not recommended, as the increase in freeze time is
minimal, and the increase in mana cost becomes a liability. This skill is
of particular use against monsters that can be resurrected (Carvers,
Fetishes, any undead when there are Mummies around) as well as the Maw
Fiends in Act IV, as any Ice Arrow that deals lethal damage will always
shatter a corpse (except for Bosses, who have their own death sequence). This skill
combines especially well with items that add cold damage. See the section
below titled Put Them On Ice for more information. GUIDED
ARROW: 1+ Guided Arrow
was typically a PvP skill in previous versions, but 1.04 brought Guided
Arrow into its own. With Guided Arrow finally dealing the damage it is
supposed to, there are now valid reasons for maxing this skill to take out
single monsters. It's particularly handy against Teleporting Monsters,
Leapers, and Fetishes. It doesn't deal the kind of damage over time that
Strafe does, but it makes up for it by allowing you to fire around corners
and other obstacles. NOTES: Guided Arrow
always hits, and homes in on targets. Guided Arrow
can be Blocked by a shield. Guided Arrow
can be Avoided/Evaded. Guided Arrow
can score Critical Strikes. Guided Arrow
can steal life/mana. You can use
Guided Arrow to shoot enemies around corners, through doorways, and around
other obstacles. The arrow will fly to the point you click, then select a
target and lock on from there. Guided Arrow
only has a target acquisition range of somewhat over half a screen when
blind fired(untargeted fire). If you have a
click-lock on a target, it will track the target anywhere up to its range
limit. If you have a
click-lock on a Teleporting boss, and they somehow manage to Teleport
outside of your mini-map range, you will lose your click-lock. IMMOLATION
ARROW: 0 or 10+ My experience
with this is that it is of particular use against Insect Swarms in act
II/III, and against Wraiths in act II, as they cluster together. Combine
with Valkyrie and/or Decoy to pin the monsters down. Also of use against
some bosses (Duriel, Izual, Coldworm). If this seems like a waste of time to
you, you can just as easily skip it. This skill offers some additional
damage in terms of explosive damage, so at high levels, combining this skill
with Pierce can get you multiple hits from explosive damage, along with a
stackable Fire Wall-like effect. This skill is weaker under 1.04 due to
Valkyrie's lower effectiveness, and increased physical bow damage. See the
section below titled Burn Them To A Crisp for more details about Immolation
Arrow. NOTES: Immolation
Arrow always hits. Immolation
Arrow can be Blocked by a shield, but the Fire Wall effect will still hit
the target. Immolation
Arrow can be Avoided/Evaded. Immolation
Arrow can NOT score Critical Strikes. Immolation
Arrow can NOT steal life/mana. Immolation's
fire-wall effect can be stacked multiple times on the same spot, increasing
the amount of damage done. Immolation's
explosive damage is equal to your Immolation skill damage, plus half of your
normal arrow damage, and appears to have a range of 3.3 yards(about 2 inches
onscreen). STRAFE:
1+ Strafe is
weaker than it was in 1.03, but remains a very good skill to use. Offering
auto-aiming and somewhat increased damage, and a higher rate of fire than
normal (though not as fast as multiple shot, on a per-arrow basis),. It
offers multiple hits per target, if monsters are standing near each other or
in a line, and combines nicely with Pierce. As the mana cost never
increases, any mana steal item should allow you to strafe all day long with
a decent damage bow (and eventually, net huge amounts of mana). NOTES: Strafe does not
always hit. Strafe can be
Blocked by a shield. Strafe can be
Avoided/Evaded. Strafe can
score Critical Strikes. Strafe can
steal life/mana. There is a note
in the Blizzard press release about the 1.03 patch fixing the extra arrows
you get from minions and decoys and allies being fixed. This is patently Not
True as of 1.05b. Under 1.05,
Strafe's damage bonus now functions as it should in both Single Player and
Realms play. Unfortunately,
the damage bonus for Strafe is not nearly as large as previously, and
basically adds 5 "virtual dexterity" for purposes of damage per
level. So a Bowazon with 300 Dex(+300% damage) and Level 1 Strafe(+5%
damage) will do EXACTLY the same damage as a Bowazon with 205
Dexterity(+205% damage) and level 20 Strafe(+100% damage). See the Bow
Damage section below for more details about how this calculation works. COMMON
QUESTIONS: What is this
Strafe-Lock thing I keep hearing about? Strafe-lock is
a term used to describe what an Amazon does while using the Strafe ability.
The concept is that when you activate Strafe, you start pouring out arrows
at an amazing rate. While doing so, you are standing still, turning only to
aim at enemies (this happens automatically). The problem is that you Can Not
Move while you are still firing arrows. And if you have anything over about
3 points in Strafe, your maximum number of targets for the skill is very
high (max targets = 3 + (2xStrafe), so at level 10, you can potentially
shoot at 23 targets, which takes a while even when Strafing). This means you
are a sitting duck if a monster decides to come after you while you're
firing away (the only thing you can do while Strafing is Dodge/Avoid, or
pray they miss entirely). How do I
deal with Strafe-Lock? First, it's
important to note that if you are hit while Strafing, you immediately stop
Strafing. This is a Good Thing. It means you can get out of the way before
they can hit you again. Also, the Decoy (and eventually Valkyrie) skills can
distract monsters away from you entirely when used properly. Make sure the
monsters are focused on something else before you start Strafing, and you
should have little or no trouble with Strafe-Lock. What's this
deal about extra arrows for Strafe? What are they talking about? Strafe will
fire as many arrows as enemy units plus friendly units(your minions, your
allies, and their minions) plus neutral units(non-allied, non-hostile
players and their minions), not counting yourself. So if you have a Decoy, a
Valkyrie, another player(allied or not, doesn't matter), and there are 2
monsters, you'll fire 5 arrows, 3 at the monster you clicked on, and 2 at
the other. If you don't click on a monster, the game generally selects the
nearest monster for the "odd" extra arrows. This is a bug which
Blizzard has neglected to correct as of 1.05b. Is this
skill better or worse than Multiple Shot? Not better, not
worse, just different. Multiple Shot is generally used for its extreme arrow
range, good spread, high mobility, and strong crowd control. Strafe is used
for its somewhat higher damage, auto-aim, and the possibility of many hits
per monster, making it a good skill to use against bosses. I play only
Single Player, or Open. What should I do? Strafe had
"awful" range in Open games under 1.04. Blizzard has corrected
this problem on the Battle.Net servers, and the 1.05 patch corrects this
issue for Open games. FREEZING
ARROW: 0 or 1+ Not a necessity
by any means, but this ability is incredibly party-friendly if you're in
multiplayer games. Your Paladin and Barbarian friends will truly appreciate
Freezing Arrows combined with Pierce. Additional points only increase
damage, and your precious skill points are likely better spent elsewhere.
Freezing Arrow's damage is dependent on the damage on your bow, and can
score multiple hits against groups of monsters when you make your Pierce. NOTES: Freezing Arrow
always hits. Freezing Arrow
can be Blocked by a shield. Freezing Arrow
can be Avoid/Evaded. Freezing Arrow
can NOT score Critical Strikes. Freezing Arrow
can NOT steal life/mana. Freezing Arrow
"splashes" your full normal arrow damage in addition to its
elemental damage, which can inflict some serious damage to groups with high
level Pierce, as each successive hit will generate another explosion. Additional
points in Freezing Arrow can be useful, but only for extra damage. Freeze
times do not increase with additional points, nor does splash range. At high
levels, the increase in mana cost can become a liability. This skill is
of particular use against monsters that can be resurrected (Carvers,
Fetishes, any undead when there are Mummies around) as well as the Maw
Fiends in Act IV, as any Ice Arrow that deals lethal damage will always
shatter a corpse (except for Bosses, who have their own death sequence). This skill
combines especially well with items that add cold damage. See the section
below titled Put Them On Ice for more information. PASSIVE
AND MAGIC SKILLS INNER
SIGHT: 1 If this weren't
required for Valkyrie, I'd say 0. Mostly useless, as the defense penalty is
negligible except at the lower difficulty settings. NOTES: This skill
suffers from the range calculation fixes in 1.04 in Open games. Battle.Net
Realms have corrected this issue for Closed play, but this already-marginal
skill is totally useless in Open 1.04. This skill has
a side effect of "lighting up" enemies hidden behind physical
barriers like doors, but Slow Missiles has a similar effect at the same mana
cost, and with a longer duration. DODGE:
1+ Most experts
dislike Dodge because the theory is that, as a Bowazon, you shouldn't ever
be in combat if you're doing things right. Personally, I'm not perfect, and
once in a while monsters get the jump on me. At those times, Dodge is a
lifesaver, as it pretty much serves the purpose of a shield for the Bowazon. CRITICAL
STRIKE: 9+ This skill is
Good. No, it's Better than Good. Double damage on a hit is amazing with
multiple shot or strafe. Note that this skill will double only the physical
damage of your bow - not any elemental additions. There is a diminishing
return on skill point investment in this skill - the percent chance to do
double damage goes up less per skill point you invest, but it affects
virtually every attack you have. This skill is worth maxing if you have
nowhere else to put points. SLOW
MISSILES: 1 While it's cool
to see missiles fired by enemies move at 1/3 speed (and run rings around
them), I usually have better things to do with my time and mana - like KILL
said enemies. NOTES: This skill does
have good applications in areas with doors, as you can use it to "light
up" enemies behind a doorway before you open it. This skill
works well against Archers of any type, Spear Cats, Skeleton Magi, Fetish
Shamans(reduces the Inferno range), Lightning Enchanted bosses(slows down
and reduces the range of the charged bolts), and Abyss/Oblivion
Knights(slows down and reduces range of the magic blasts and Bone Spirits). Open players
beware: Slow Missiles has terrible range in Open games under 1.04. Blizzard
corrected a range calculation bug which had existed until 1.04, but in the
process, it destroyed the effective range for several skills. Slow Missiles,
Inner Sight and Strafe had their range drastically reduced. Blizzard has
since fixed the problem on the Realm servers, but Open games are still
victim to the reduced range, making Slow Missiles a very bad skill to use in
Open 1.04 games. This was corrected in version 1.05. AVOID:
1+ Typically,
Bowazons are in danger only when attacked from range, so Avoid becomes
particularly useful. Early points are probably better spent in offensive
skills, but you'll get a strong appreciation for Avoid against Archers,
Spearcats, Fetishes, and Abyss/Oblivion Knights. PENETRATE:
1+ At least one
point here is good. Depending on your Dexterity, you may need 1 point here,
or 5, or 10, or 20. As long as you're hitting with your arrows, things
should work fine. Many recommend getting a hit percent of 90% or better, and
this is one of the most efficient ways to do so. DISSENT:
I have personally become an opponent to placing more than 1 point in
Penetrate, as Penetrate's AR bonus does very little for the overall damage
capacity of a Bowazon with high Dexterity. I still remain in the minority,
however. NOTES: Penetrate works
for all attacks at the listed bonus, but actually provides DOUBLE the
bonus(i.e. +70% instead of +35% at level 1) for ranged attacks. Beware placing
too many points in this skill. Penetrate experiences some severe drop-off in
effectiveness due to the way attack rating affects your chance to hit. Many
Bowazons do just fine with 1 point in Penetrate. This skill becomes largely
meaningless at very high character levels(70+). DECOY: 1 1 Point.
Period. Many people confuse the longer duration to mean that the Decoy will
last longer in combat. This is Not True. The Decoy has as many hit points as
you do, and has no defense or resistances, so when it takes enough damage to
kill you, it disintegrates, no matter how much time should be left. This is
still an amazing skill, though. USE IT. EVADE: 1 A potentially
useful skill that shows its design flaws against the Big D - his Lightning
Hose and Flame Twist will obliterate you if you accidentally make your Evade
skill check. It will also cause you to stop for a moment if a monster takes
a swing at you while running, allowing its friends to catch you. 1 Point for
PvM characters. VALKYRIE:
1+ No question
about it, this is one of the most useful skills in the game, Valkyries were
apparently much stronger in Beta testing, but they're still amazing. Many
are of the opinion that level 1 is fine, and just recast her when she dies -
this works well in multiplayer games, where the Valkyrie gets the same
multiplied hit point bonus that monsters get (Total HP = Base HP x # of
players). Others like a somewhat sturdier Valkyrie, and invest around 5
points in this skill to get a more durable Valkyrie. If you do a lot of solo
playing, you may want to consider maxing Valkyrie for the extra durability,
but beware the mana cost, as it starts at 25 and increases by +4 per
additional level. PIERCE:
7+ This skill,
once reviled for its once-detrimental effect on elemental arrow attacks such
as Cold Arrow and Immolation Arrow, has become one of the most useful skills
for the Bowazon since the 1.03 patch(and later versions). In a nutshell,
under 1.03 and later versions, each time you successfully pierce a monster,
the arrow strikes as normal (with any elemental effects), and continues on
to hit the next monster (and if you succeed in pierce again, it keeps going,
etc.). This skill now combines exceptionally well with Ice Arrow, Freezing
Arrow, Multiple Shot, Strafe and Immolation Arrow, allowing you to do many
times the listed damage when fighting groups of monsters. It is not out of
the question to max Pierce, as it makes most of the other arrow skills much
more effective. NOTES: Pierce does NOT
work with Guided Arrow. There is a bug
in the hit/damage calculation which causes arrows which Pierce the same
monster from the same position to always hit and always do the same damage
(D2 for whatever reason doesn't recalculate the damage off of each
successive hit). EQUIPMENT:
THE BOW
It can't be
stressed enough that you must ALWAYS be on the lookout for a good bow. What is a
good bow? Here's a list of criteria, in order of importance:
Base physical
damage Do NOT add
elemental effects to this damage when evaluating a bow, as they are not
affected by any other damage modifiers (Dexterity, Strafe, Guided Arrow,
Critical Strike). See the Bow Damage section below for information about how
to calculate your average damage per hit. Attack speed The faster you
can shoot arrows, the more damage you can do per second. Bows with Slightly
Increased or Increased Attack speed are equivalent to bows with higher
damage capability (although there are ways to get around this - see
Equipment below). +1/+2 to Amazon
Skills More skills
means more points in your attack skills, which translates to higher damage.
It also increases passives like Dodge, which means you get hit less. +Dexterity Bonuses to
Dexterity increase your attack rating and overall damage. Cold Damage Bows that add
cold damage can Chill a monster for a short while after a hit, slowing them
down, making them attack less often, and making them easier to hit the next
time (because they haven't moved as much, though they can still Block). This
property also makes Cold Arrow, Ice Arrow, and Freezing Arrow chill/freeze
monsters longer. See the section below titled Put Them On Ice for more
information. Mana Steal High damage
bows with built-in mana steal are very useful, as you won't need to use mana-stealing
jewelry. It is possible to
use the Imbue quest reward from Charsi to get a good bow (sometimes). See the
Imbue section below on how to use your Imbues. NOTE: None of the
Unique Bows is of particular use to Amazons at high levels. At low levels,
Blastbark offers good damage with no level requirement. The Piercing Attack
bows Ichorsting, Doomslinger, and Stormstrike are interesting for Sorceresses,
as it makes their missile attack spells(Frost Bolt, Ice Bolt, Glacial Spike,
Fire Bolt, Fireball) Pierce as per the Amazon Pierce skill. OTHER
EQUIPMENT
So what sort of
equipment should you look out for? The answer to this depends on level.
Low levels (up
to level 23)
Bows with Cold
damage are priceless at these levels, as they buy you more time to shoot more
arrows without resorting to using mana. A socketed helmet
with skulls is a good investment in time and resources at low levels. Life and mana
regeneration means you'll spend less time retreating and waste less time going
back to town for potions. A socketed bow is
an excellent investment if you can find sapphires, skulls, and/or topazes to
socket them with. The higher the quality of the gem, the more potent the
abilities. Gloves of
Readiness (slightly increased attack speed) are a huge blessing at all levels. As with all
classes, any boots with Faster/Fastest Run/Walk are a high-priority item. The
faster you can move to a good shooting position, the more time you have to
fire. Mana steal rings
are good to have. Even though they won't have any spectacular effects until
later levels, they're still very useful at low levels. Getting some
strength to use better belts is a must. The best belts available on Normal
setting are Plated Belts, which have a 60 Strength requirement, so it might be
wise to get some extra strength early. Getting decent
armor is okay on Normal setting, but avoid Plate Mail and Full Plate Armor, as
the stamina drain associated with heavy armor will become annoying very
quickly (and sometimes get you killed). Higher levels
(through level 30)
Start looking for
good Rare and Unique items. Stats should be similar to the items you need at
lower levels, but with more modifiers like elemental resistance, fast/fastest
hit recovery, +life, +mana, and +to all skills. +Dexterity is always a good
modifier, and can appear on many types of equipment. You may also want to look
for items with bonuses to find magic items, as they will help you get better
equipment. Very high levels
(30+)
Once you're
established at this point, start hunting for the best equipment possible. Good
items to search for include: NOTE: I use the
following abbreviations with regard to item properties, with relevant notes
on Unique items. +M - Adds to
Mana +L - Adds to
Life +M% - Steals %
of damage as Mana +L% - Steals %
of damage as Life +Res - Adds to
(F)ire, (L)lightning, (C)old, or (ALL) Resists. Poison resistance is
worthless. +Dex - Adds to
Dexterity FHR -
Fast/Faster/Fastest Hit Recovery SIAS - Slightly
Increased Attack Speed Weapon A Good Bow (see
notes above for what a Good Bow is). Helmet Tarnhelm(Unique
Skull Cap): +1 to all skills Rare helmet.
Look for +M, +L, +F/L/CRes, +Dex, FHR Iratha's
Coil(Set Item Crown): +30FRes, +30LRes Armor Greyform(Unique
Quilted Armor): +L5%, +20FRes , +20CRes, +10 Dex, -3 Magic Damage Twitchthroe(Unique
Studded Leather): SIAS, +10 Dex, +10 Str, Increased Blocking(+25%, does NOT
work with a bow) Rare light
armor: Look for +L, +M, +F/L/CRes, +Dex, FHR. Do NOT try for Ornate Plate,
the strength requirement is outrageous, even with -requirements, and the
payoff is marginal. Goldskin(Unique
Full Plate, BEWARE! This item has a heavy stamina drain. I recommend boots
with Fastest Run/Walk and Heal Stamina 50%, Vidala's Fetlock, or Treads of
Chton when using this armor): +30ALLRes Belt Goldwrap(Unique
Heavy Belt, only 12 potion slots): SIAS, +30% Find Magic Item Rare belt: Look
for +Cold Damage, +Dex, +L, +M, FHR, +F/L/CRes Hands Rare gloves:
Look for SIAS, +F/L/CRes, +Dex, +L, +M Boots I don't
recommend any Unique boots. Until you can find some decent Rare boots, you
might consider using Vidala's Fetlock(Fastest Run/Walk, +150 Stamina), or
the Treads of Chton(Fastest Run/Walk, Stamina Drain 50%). Rare boots:
Look for Fastest Run/Walk, +50% Heal Stamina, +Dex, FHR, +F/L/CRes Rings I would
recommend rare rings with: +MS%, +LS%, +F/L/C/ALLRes, +L, +M, +Dex Many recommend
The Stone of Jordan(Unique Ring): +25% max mana base, +1 skills. I
don't. Amulet The Eye of
Etlich(Unique Amulet) : +1 to skills, +Cold Damage, +LS% (see notes below in
the Gambling section for information about chill duration of the Eye of
Etlich) Rare amulet:
Look for +1 to skills, +Dex, +MS%, +LS%, +L, +M, +Cold Damage, Negation(see
below) NOTES: +2 skill amulets
do exist, but you need to be level 67+ to use them, and you can only get them
by Transmuting(see section below on the Horadric Cube) or (rarely) by killing
Diablo in Hell mode. You can also Gamble for +2 skill amulets, but that
requires a character at level 84+. Amulets with the
Negation Attribute(-4 magic damage) are very rare, and very useful. Combined
with high elemental resistances, these amulets allow you to pretty much ignore
poison attacks completely, as well as fire wall effects produced by Fire Wall
or Meteor spells. This is of particular use in areas with a high number of
magic-wielding enemies, such as the Arcane Sanctuary in Act II, Travincal in
Act III, and the Durance of Hate in Act III, as well as against Diablo's
deadliest attacks(Lightning Hose and Flame Twist). Greyform armor provides a
-3 magic damage modifier, which may serve you as well. IMBUE An often-asked
question is "What do I imbue, and when should I do it?" This is a
question that is at once easy and difficult to answer: What to Imbue A Bow. No
question about it. Use your Imbues on Gothic Bows, Chu-Ko-Nus, Rune Bows, or
Double Bows, depending on what your taste in weaponry is. Don't waste them on
Armor. Early Imbue:
Normal One philosophy is
to Imbue a good bow(long war bow if possible) early to make your life easier.
I personally think a socketed bow will get you much farther than an Imbue will
at these early levels(and it's certainly much more reliable). If you can't
stand the thought of "wasting" an imbue, you can save the imbue from
Normal, Nightmare, and Hell until you're ready to use them, although the Hell
imbue may be fiendishly hard to get to before you past the "ideal"
levels. See below for more information. When to Imbue It's common
opinion that the levels between 29 and 38 are the "ideal" levels to
Imbue a bow. At level 29, all the most important damage modifiers -
"King's," "Merciless," and "Slaughter" become
available. At level 34, the "Archer's" prefix (+2 to amazon skills)
becomes available. At higher levels, new modifiers become available which may
not be desirable(several high level elemental resistances appear at level
41+), but if you get beyond level 38 before you use your imbues, don't worry
too much about it(it's not like you can do much about it, short of cheating,
which I don't condone). Imbues are great if they work out, but they're pretty
random, and you shouldn't depend on your imbues to get a good bow. Also note
that if you Imbued a Chu-Ko-Nu, Rune Bow, or Double Bow you can "try
again" using 6 perfect skulls in the Horadric Cube(see the section on the
Cube below for more information). THE
HORADRIC CUBE This amazingly
handy quest item serves many purposes for the Bowazon. Besides being necessary
to complete several quests, and being a useful "extra storage"
space, there are a few tricks that can make your life easier: Bolts to Arrows Put two quivers
of bolts in the Cube, Transmute, and get a quiver of arrows. Arrows to Bolts As above, only in
reverse. Two quivers of Arrows produce one quiver of Bolts. +2 Amulets It is possible to
produce a +2 to skills amulet. Take any amulet that you don't want, like an
Amulet of Health, put it in the Cube with 3 Perfect Gems (of any type). You
will get a randomly generated normal magic (blue) amulet that can have any of
the possible modifiers for amulets. Be warned that this method produces +2
amulets rarely if at all, but it is the only way to get a +2 amulet short of
killing Diablo in Hell over and over (well, you "could" Gamble for
amulets at level 84+). It is NOT possible to produce a rare, unique, or set
item using this technique. This method also works to produce normal magic
items for other types of equipment, but I don't recommend using it for
anything except amulets. Prismatic Rings It is possible to
Gamble for prismatic resistance rings beginning at level 49, however, if you
don't want to wait that long, you can attempt to use the Cube to produce one
using the same formula as with amulets, only you should use any blue magic
ring. This also works using the transmuted rare formula below. Transmuted Rares The newest
addition to version 1.04 is the discovery of a new Horadric Cube recipe which
allows you to turn awful rares into potentially excellent rares. 6 Perfect
Skulls + 1 Rare item yields a Rare item of the same type but with new magical
properties. Note that this will not work for Gothic Bows(since the Cube is a
3x4 space, and you can't fit a 2x4 Gothic with 6 perfect skulls), but will
work for Rune Bows, Chu-Ko-Nus, and Double Bows. You can use this trick to
"fix" truly awful imbues, provided you can find enough perfect
Skulls. You can also generate rare +2 skills amulets this way by transmuting
worthless rare amulets. BOW
DAMAGE
WARNING! If you
hate math, skip this section entirely, and just rely on the character screen -
it's "mostly" accurate.
There has been a
lot of confusion about how to go about calculating how much damage your shots
actually do. Here's a run-down of how to calculate the actual damage you do
under 1.04: (NOTE: It is unknown at this time whether the 1-handed bug was
fixed. I suspect is was not, but haven't been able to prove it one way or the
other yet. These calculations assume the 1 handed bug was fixed. The impact
overall is small at best, either way. See the Bow Bug section below for more
information).
Total damage =
Physical Damage + Elemental Damage Average physical
damage is defined as: (Average Bow Damage) * (1 + Dex/100 + BONUS) * (1 +
Crit%/100) For Normal Arrows
and Multiple Shot, BONUS = 0 For Strafe and
Guided Arrow, BONUS = the +damage%, represented as a fraction(i.e. 35% bonus
is .35), or 35/100 If you are under
the effects of a Might and/or Concentration Aura, increase the value of BONUS
by adding +damage%/100 for each Aura. Elemental damage
is: Fire Damage * (1 - Monster Resistance%) + Cold Damage * (1 - Monster
Resistance%), etc. Let's break it
down slowly with examples: Let's say you
have a Rare Gothic Bow that has the following statistics: 24-116 Damage Enhanced Damage +99 to Attack
Rating Adds 1-4 Cold
Damage Adds 4-17
damage First, we need to
see how to interpret this information. Let's say you have a level 40 Bowazon
with Strafe at 7, Critical Strike at 5, Guided Arrow at 5,
Cold/Ice/Freezing/Fire/Exploding/Immolation Arrow at 1, and 170 Dexterity.
Let's assume you're using a rare ring with +2 to minimum damage. So what sort of
"actual" damage should you expect? Let's take a look: The Enhanced
Damage and +99 to attack rating indicate a Knight's prefix. The "Adds 1-4
cold damage" indicates the "of Frost" suffix. The "Adds
4-17 damage" indicates the "of Performance" suffix (+4 minimum
damage) and the "of Slaughter" suffix (+17 maximum damage) The +2
minimum damage from your ring is ignored because of a bug. So the actual
physical damage of your Gothic Bow is: Average Bow Base
Damage = (24 + 116) / 2 = 70.0 average damage With a Normal
arrow, your average damage looks like this: (without Critical
Strike) (Average Bow
Damage) * (1 + Dex/100) = (70) * (1 + 170/100) = 189 average physical damage (with Critical
Strike) (Average Bow
Damage) * (1 + Dex/100) * (1 + Crit%/100) = (70) * (1 + 170/100) * (1 +
42%/100) = 268.38 average physical damage Our calculated
damage for Strafe is: (Average Bow
Damage) * (1 + Dex/100 + Strafe%/100) * (1 + Crit%/100) = (70) * (1 + 170/100
+ 35%/100) * (1 + 42%/100) = 303.17 average physical damage Our calculated
damage for Guided Arrow is: (Average Bow
Damage) * (1 + Dex/100 + Guided%/100) * (1 + Crit%/100) = (70) * (1 + 170/100
+ 30%/100) * (1 + 42%/100) = 298.2 average physical damage Now let's
calculate elemental damage: + 1-4 Cold Damage = 2.5 cold damage average OK, given these
numbers, we can figure out what kind of damage our theoretical Amazon deals: Normal Arrow and
Multiple Shot use the standard Normal Arrow damage with Critical Strike =
268.38 + 2.5 cold damage average Cold arrow
Physical damage is halved, so you would deal (189 / 2) physical + 2.5 + 3 cold
damage, or 94.5 physical + 5.5 cold damage with Cold Arrows. Ice Arrow and
Freezing Arrow add their damage to your physical arrow damage, so you would
expect a damage of 189 physical + 2.5 + (6 to 10 for both Ice and Freezing, 8
average) cold or 189 physical +10.5 cold damage average with Ice Arrow and
Freezing Arrow. Fire Arrow and
Exploding Arrow add fire damage to your Normal attack and are calculated the
same way. Fire will deal 189 physical + 2.5 cold + 2.5 fire damage, and
Exploding Arrow will deal 189 physical + 2.5 cold + 3 fire damage. For Strafe, you
will deal an average of 303.17 physical + 2.5 cold damage with Strafe. Guided Arrow will
deal 298.2 physical + 2.5 cold damage. THE
PATH OF SPEED
One of the best
ways to increase the effectiveness of your bowazon is to obtain items(especially
good bows) with Increased Attack Speed modifiers. Bowazons who maximize their
attack speed are often called Speedazons. Bows and Crossbows can receive a
Slightly Increased Attack Speed(SIAS) modifier or an Increased Attack Speed
modifier(IAS). Magical gloves can receive a SIAS modifier. The Unique Heavy Belt
Goldwrap and Twitchthroe, the Unique Studded Leather armor, have a SIAS
modifier. SIAS modifiers
confer a +10 speed increase. IAS modifiers confer a +20 speed increase. These
bonuses stack, so the maximum speed increase is an IAS bow with Goldwrap, SIAS
gloves, and Twitchthroe, yielding a +50 speed increase. You can get more
information about weapon speeds here: http://lurkerlounge.net-games.com/2i/speeds.shtml The definitive
guide for Speedazons, however is Double_Trouble's Speedazon guide, which can be
found here: http://www.elvardan.org/rebill/speedazon.html PUT
THEM ON ICE With the release of
new information from the Chaos Sanctuary about freeze and chill durations
provided by various items, it is now possible to calculate how long a typical
monster will be chilled/frozen by your cold damage effects. Note that it is now
known that Chill and Freeze times are interchangeable, based on the primary type
of the attack (i.e. cold damage items add their duration to ANY physical attack,
and are cumulative). In Nightmare, these times are reduced by 50%, and in Hell,
they are reduced by 75%.
Examining the
possible equipment-based sources of cold damage available to a Bowazon, we have
the following:
Bow with 3
Perfect Sapphires: 9 seconds Bow with "of
Frost": 5 seconds Frostburn (Unique
Gauntlets): 2 seconds Amulet "of
Frost": 5 seconds Belt "of Frost": 5 seconds The Eye of Etlich
(Unique Amulet): 2-12 seconds (see notes below under Gambling about chill
duration of the Eye of Etlich) So for maximal
useful cold duration, we can use a socketed Gothic Bow with Frostburn, a Belt of
Frost, and a maximal Eye of Etlich (11.96 seconds), and combine it with a level
1 Ice Arrow (2 seconds Freeze) to get a Freeze time of: 9 + 2 + 5 + 12 + 2 =
about 30 seconds in Normal. This translates to about 15 seconds in Nightmare.
This translates to about 7.5 seconds in Hell. You can fire a lot of arrows in
7.5 seconds. This calculation also holds for Freezing Arrow, which has a fixed
2.0 second base Freeze duration.
Note that Iceblink
armor, the Unique Splint Mail, has the property "Hit Freezes Target",
but due to the Special Effect Bug(see the Bow Bugs section below for more
information), Iceblink's Freezing ability will NOT work with a bow. The same
problem exists for the complete set of Vidala's Rig, which is also supposed to
Freeze Targets - and does not.
In actuality,
Frostburn gauntlets are not optimal. It is likely that you'll get better results
with a pair of rare gloves with Slightly Increased Attack Speed. The 2 second
additional chill time is pretty pointless considering how long other items chill
things, as in Hell setting, Frostburns will only net you half a second of chill
duration.
BURN
THEM TO A CRISP
This is a
long-standing issue of discussion amongst experienced Amazons:
How good is
Immolation Arrow?
The answer to this
question lies in several factors.
Bow Damage Bows with low
physical damage can sometimes be eclipsed by the massive fire damage
Immolation can put out. Users of high damage bows, on the other hand, can
depend more on the other bow skills to deal damage(Ice Arrow, Freezing Arrow,
Strafe, Multiple Shot, Guided Arrow). Skill Commitment The problem many
players have with Immolation Arrow is that it requires investment in 2
worthless skills(Fire Arrow, Exploding Arrow), and that it requires many
points(at least 5 or more) to be worthwhile. To max out Immolation requires
spending 22 skill points, and none of those points are prerequisites for any
other skills. Play style Depending on how
much moving around you do, and how much repositioning the monsters you fight
do, you may find that Immolation will not work for you, particularly if you
have a low level Valkyrie and/or low life(making your decoy far too easy to
kill). Resistances Many monsters at
the higher difficulty settings gain elemental resistances, and Fire Resistance
is the most common type of resistance. Also, bosses who are Fire Enchanted or
Magic Resistant will take significantly less damage from Immolation Arrows. So why use
Immolation Arrow?
Here are a few
reasons:
Fire Wall damage
is stackable. You can put multiple Immolation Fire Wall effects on the same
area, increasing the damage many-fold. Immolation works
with Pierce, thus you can hit multiple monsters with the same volley. Immolation is an
elemental arrow effect, and thus always hits(Fire Wall effect is always
generated) ARSENIC
AND OLD LACE
Ah, poison. One of
the more maligned elemental effects in D2, poison damage is not useful past
Normal for killing things. What is IS good for, and something that Javazons have
known for some time, is stopping monsters from regenerating. In multiplayer
games, particularly Nightmare and Hell, monsters can regenerate lost life,
making it harder to kill them. Poison turns this ability off, making a small
amount of poison damage advantageous, particularly in large multiplayer games.
NOTE:
Poison damage on bows will negate the stun effect of high-damage hits, which may
make killing monsters much trickier. Use poison damage with caution, as you will
not be able to interrupt approaches with your arrows or bolts when they have
poison damage.
STRATEGY/GENERAL
PLAYING TIPS
Use your Decoy!
Even when you have a Valkyrie, a Decoy is a good thing to use. My best advice
is to put a decoy directly in front of you right at the beginning of a fight.
That way, if any monsters walk past your Valkyrie, they'll hit your decoy, not
you. This tactic will significantly reduce the amount of damage you take. When fighting
bosses without the aid of Immolation, Strafe is your key skill. Use your
Valkyrie and Decoy to provide additional Strafe arrows and Strafe the boss
(you'll get 3 arrows per volley, plus the slight damage bonus per arrow). Strafe is great
for taking out small packs of annoying monsters that move around a lot, such
as Burning Souls and Cave Leapers. Guided Arrow is
great for killing off stragglers. Guided Arrow is
the key to defeating bosses with Teleportation. You can pretty much hit them
no matter where they go. The best way to
use Guided Arrow is to get some separation, and always click towards the
corners of the screen. This will make your Guided Arrows fly farther before
they start tracking, as the tracking range is measured from the point you
click on. If you have
Freezing Arrow, use it under severe lag conditions to buy yourself time to get
away from a pack of monsters. Additionally, Freezing Arrow can save you when
you are surrounded, as it will cause everything to freeze around you. If you have
Immolation Arrow, use it against bosses that block a lot or don't move around
much(Andariel in particular is very vulnerable to Fire, but it's also very
effective against The Smith, Duriel, Hephaesto, and Izual). Even if they
block, the Fire Wall will still appear and cause damage. Ice Arrow on the
left click is a Good Idea. Not only will this explode anything you hit with
your main attack (to foil those pesky Shamans, Mummies, and Corpse Eaters) but
also the low base mana cost means you can get your mana back fairly easily
with some mana steal. Armor rating is
generally meaningless. Mana and Life Steal are much more important. There are
numerous articles on the net describing just how worthless Defense Rating is.
Suffice to say that you should Never look at the defense rating of an item to
determine its value, because Bowazons should avoid melee combat like the
Plague. When playing with
Valkyrie, be careful not to run too fast. If you let your Valkyrie get too far
off the map, she'll disappear and you'll have to recast her (every once in a
while she'll teleport next to you instead). Guided Arrow is
exceptionally useful against some monsters. Soul Burners, Cave Leapers, and
Fetishes are particularly difficult to deal with, but Guided Arrow hunts down
stragglers very well. The Paladin is
your best friend in multiplayer. The Concentration and Might Auras of a
Paladin can significantly increase your arrow damage at high levels.
Fanaticism can increase your firing speed significantly. Smite is the most
amazing boss-killing skill in the game against Hepheasto the Armorer and most
other non-Super-Unique Bosses. Party with friendly Paladins at every
opportunity. Sorceresses can
provide exceptional damage in the form of Static Field. Make sure to protect
partied Sorceresses and coordinate to ensure they don't Teleport into danger. Necromancers
offer large amounts of extra Strafe arrows with their minions. They also offer
excellent Curses: Amplify Damage, Decrepify, Lower Resist, and Dim Vision. Barbarians in a
party can increase your survival chances with Battle Orders. War Cry, Bash,
and of course, Whirlwind can make your party killing speed much faster. Make
sure to kill Fetish Shamans and Oblivion Knights as quickly as possible, to
prevent Barbarians from getting hit by an Iron Maiden curse. Of course, other
Amazons are great to party with as well. Extra Valkyries and Decoys are always
useful to soak up damage, and for extra Strafe arrows. GAMBLING Gambling is an
overlooked activity in the game for many players. However, it is one of the
best ways to obtain good equipment for your character. Some simple rules of
thumb: It is not
possible to gamble Exceptional equipment(Ornate Plate, Gothic Bows, etc.)
via Gambling. So don't Gamble on that Long War Bow in hopes of getting a
rare Gothic Bow. It won't happen. Defense is
meaningless for a Bowazon. Don't spend a ton gambling on armor - it isn't
necessary. You can not
Gamble a Unique which has already been in the current game. This is true
regardless of whether the Unique is in someone else's inventory, on the
ground, in the Cube, in a Stash, or whether it has been Identified or not. The percent
chance to get specific types of items from gambling is: Blue Magic item
85% Rare Magic item
7% Set Magic Item
5% Unique Magic
Item 3% If there is no
set item of that item type, D2 will generate a blue magic item. If all possible
Uniques already exist in the game for that item type, a Rare Magic item is
created instead. That means if you have all 3 unique amulets in the game,
you have a 10% chance of Gambling a Rare amulet. If you have the Hand of
Broc in the game, then you will have a 10% chance to Gamble a pair of Rare
Leather Gloves. For a Bowazon,
since Defense does not matter, you can often gamble very good Bowazon
equipment without spending a ton. Good, inexpensive equipment to gamble for
includes(see the Equipment sections above to see what sort of modifiers on
items you'd like to get from a Gamble): Leather Gloves Heavy Gloves Boots Heavy
Belts(Goldwrap only) Plated Belts Quilted Armor Studded Leather
Armor(Twitchthroe only) Caps Skull
Caps(Tarnhelm only) Rings Amulets Under NO
circumstances should you gamble for bows, unless you have some reason for
wanting a Unique. Unique Rings and
Amulets There are 3
unique rings and 3 unique amulets in Diablo 2. Of these, The Stone of Jordan
and The Eye of Etlich are the most sought-after. What many do not know about
these items is that they appear in a specific order. The three rings
are: Nagelring Manald Heal The Stone of
Jordan The three
amulets are: Nokozan Relic The Eye of
Etlich The Mahim-Oak
Curio In order for a
unique ring or amulet to appear, the item above it on that list must already
be present in the current game. Thus, the first unique ring that will appear
will always be the Nagelring. If the Nagelring is present, then a unique
ring that is generated by the game will be the Manald Heal. And if both the
Nagelring and Manald Heal are in the game, then the Stone of Jordan will
appear. The same rules
apply for amulets. The first unique amulet to appear will be the Nokozan
Relic. For The Eye of Etlich to appear, the Nokozan Relic must already be in
the game. Special notes:
The Eye of Etlich The Eye of
Etlich is the best unique amulet in the game, hands down. It has a special
hidden feature which is not shown on the item screen: chill duration. The
Eye of Etlich ranges from as little as 2 seconds of chill to as much as 12
seconds of chill. Because this is not shown on screen, the best way to test
the duration of an Eye is to unequip everything except the Eye, go out to
the Blood Moor in Act I of Normal, punch a monster, and count how many
seconds the monster stays blue. SPECIAL
COMBAT TIPS Boss Special
Abilities
Lightning
Enchanted (LEBs) Shoot the boss
from "above" or "below" them. The lightning travels out in
a starburst pattern, but never directly up or down. If Valkyrie is available,
you can also hide behind your Valkyrie as she soaks up the charged bolts. Use Slow Missiles
against these bosses to make their bolts slower Multiple Shot Depending on the
monster, this can be anything from amusing to deadly. Stay on the move, and be
ready to dodge anything coming at you, or hide behind a Valkyrie. Beware! This
ability combines with Lightning Enchanted to produce "waves" of
lightning that cut through your life orb like a hot knife through butter. Teleportation Probably the most
annoying ability for any boss to have, your best bet is to lock a target on
them using Ice Arrows or Guided Arrows and hope you hit them as they arrive to
prevent the healing effect. Aura Enchanted There are several
annoying auras that bosses can have. Most are not a problem for a Bowazon,
with the single exception of... Holy Freeze This aura slows
you down to a fraction of your normal speed, both in movement and attack
speed. There is no good way to deal with this aura, just use high
impact/damage to kill the boss as quickly as possible. If you have
Immolation, and can pin down the boss, Immolation Arrow is your best bet
against these bosses, as its damage is the least dependent on your firing
speed. NOTE: "Can
Not Be Frozen" items will NOT protect you against Holy Freeze - it is
classified as a Slow effect, not a Cold effect. Stone Skin The high damage
resistance granted by this power means your arrows will do very low amounts of
damage. Use elemental arrow attacks (Immolation Arrow is best for this, as all
of the damage is elemental) to hurt bosses enchanted with this power. If you
don't have Immolation, Ice Arrow is a decent second choice. Unique
Bosses
Most unique
bosses in the game (Rakanishu, for example) differ from normal bosses only in
that their base abilities are always the same (plus 1 additional ability in
Nightmare, and 2 additional in Hell settings). There are some Unique Bosses
who are difficult to defeat under the best of circumstances, however: Bremm Sparkfist The deadliest of
the Council Members in Act III, this denizen of Level 3 of the Durance of Hate
normally comes Lightning Enchanted and Extra Fast. To defeat him, pin him with
a Valkyrie and use Ice Arrows to slow his attacks and deal damage to him.
Otherwise use the standard tactics for fighting Lightning Enchanted bosses
noted above. In higher difficulty settings, watch out for this boss when he
gets Teleportation, Multiple Shot or Holy Freeze, as those abilities can make
him very hard to defeat. Hepheasto the
Armorer The infernal
guardian of the Hellforge in the River of Flames (Act IV) comes with the Extra
Strong, Cursed, and Magic Resistant properties. His powerful attacks can
quickly destroy your Valkyrie, your Decoy, and then you, especially so in the
higher difficulty settings. The simplest way to kill him is to lead him to one
of several "islands" in the River of Flames, pin him down with your
Valkyrie while you make a break for the island, and then fire Guided Arrows
from the safety of the other side of the lava until he dies (if you do it
right, you should be able to establish a click-lock target with Guided Arrow
while being out of his "I know where you are so I'll come around to the
entrance" range. If he has teleportation, try to establish your
click-lock when you can just barely see him on the screen, so that you won't
trigger his Teleport. Watch out if he gets Teleportation, Lightning Enhanced,
Stone Skin or Holy Freeze. Lord de Seis This Oblivion
Knight boss lurks behind the 3rd seal of the Chaos Sanctuary, at the far end
facing the entrance. His varied magical attacks can make short work of any
player who isn't fully prepared. Before opening the seal, make sure to have a
Decoy (and Valkyrie if available to you) active near you so you can get out of
the very tight hallway into more open territory to fight and maneuver. Once in
the open, you should have much less trouble killing this boss. Beware: if he
gets the Multiple Shot ability, he will fire 3(Normal) to 5(Hell) magic blasts
or Bone Spirits at you, which will usually mean instant death if he hits you. Also watch out
for his Conviction Aura(a sickly lime-green wavy aura will appear under your
feet). This aura will severely reduce your resistance to elemental attacks,
and make his already-damaging spells extremely lethal. Another way to deal
with him in Single Player, or small multiplayer games, is to Town Portal
immediately after opening the Seal, and then running back from the Waypoint,
to avoid getting surrounded. THE "BIG
3" BOSSES
Duriel This universally
hated boss is the Kingpin of Act II. His lair in Tal Rasha's Tomb is tightly
enclosed, with very little room for running. Worse yet, his Holy Freeze Aura
will slow you down enough for him to use his Charge attack and kill you. The
Bowazon has very few options against Duriel. Tip #1:
Town Portal. Cast a town portal just outside the entrance to his lair. This
will give you time to do things like cast a Valkyrie before entering his
chamber, as well as recast Town Portal before engaging him again if you die.
Do NOT open a Town Portal inside his lair. If you die, you'll have to waste
precious time casting a new Town Portal while Duriel eats you for breakfast. Tip #2:
Hire a mercenary. Duriel's opening attack when you first enter his chamber is
almost certain death. Bring along some hired muscle to take the heat while
you're "in transit." Tip #3:
Very far away, or right in his face. There are 2 ways for the Bowazon to fight
Duriel - In melee range, and from a distance. Beware Duriel's Charge attack
(similar to the Paladin skill), as it is pretty much instantly fatal in every
difficulty setting. Tip #4:
Duriel's Holy Freeze aura works exactly like the Paladin aura. You CANNOT use
the "Can Not Be Frozen" attribute items (Death's Guard, Arctic Set,
etc.) to offset this. The following
strategies are offered to deal with Duriel: The Cop-Out:
Many advocate using 1 point in Jab with a good high-damage Pike to kill
Duriel. Close in, Jab, Jab, Jab. Be warned that this ploy is very dangerous in
Hell setting, as even his melee attacks do insane amounts of damage at that
level. The Run n' Gun
Ploy: With
Fastest Run boots, you might be able to get a couple of shots, run, fire, run,
wash, rinse, repeat. Have some Stamina Potions handy, and use Ice Arrows to
slow him even more, as his Holy Freeze will make it hard to keep your
distance. You can try using Decoys or Valkyries, but Duriel makes very short
work of both unless playing in multiplayer. This method is NOT for the faint
of heart, or those who are slow on the trigger finger. The Pin to Win
Ploy: This
doesn't work until you hit level 30+ and have Valkyrie (i.e. don't try this in
Normal, it'll take you forever to get level 30 before getting to Duriel). Go
down with a mercenary and a Valkyrie, avoid his Charge, and then recast the
Valkyrie RIGHT NEXT to him. Shoot him with ice arrows (this works best with
mana steal) and/or immolation arrows, and recast the Valkyrie when she's about
to die. If you do it right, Duriel will not notice you and will instead focus
his attentions on the Valkyrie. The Stand Your
Ground Ploy:
Duriel's melee attacks are far weaker than his Charging attack (which is
nearly always fatal). It is possible to stand your ground, possibly with a
decoy and/or Valkyrie, and shoot him to death at pointblank range. Chug lots
of potions, and pray you kill him before he kills you. As with the Pin to Win
Ploy, immolation arrow is also useful here. This strategy works well in Normal
and even Nightmare, but be warned that this approach is very dangerous in Hell
setting, as Duriel's "weak" melee attacks can nevertheless kill you
quite quickly. BUG:
Can I have that with Extra Cheese? There is apparently a bug in the
code for Duriel's chamber which allows Crushing Blow items to work on
him(reduce his life by half per successful crushing hit). The catch? Someone
has to die. Once you reenter his chamber and re-equip, Crushing Blow works on
him, making him very easy to kill with melee weapons(switch to a weapon and
shield for this). This doesn't work well in Hardcore, for obvious reasons. Mephisto Mephisto is not
particularly hard to kill with a Bowazon. The Council Members in Level 3 of
the Durance of Hate are arguably tougher than Mephisto (particularly the
infamous Extra Fast, Lightning Enchanted Bremm Sparkfist). Once you defeat all
the council members, you can either use Guided Arrow to kill Mephisto from off
the screen, or just Run 'n Gun him. I do not recommend using either Decoy or
Valkyrie against Mephisto on any setting. Just remember to use the walls and
doorways to your advantage when you can. If you're finding the Council Members
too difficult or not worth your while, just lure them to a corner of the
Durance, Town Portal back to town, and come back down the stairs to take on
Mephisto. Diablo The "Big
D" is not too hard to beat - IF you know what you're doing. Take down a
lot of arrows, run to a corner of the Chaos Sanctuary which looks like a
"+" (the walls extend from the corners slightly) and get Diablo on
the other side of one of the "short" walls from you. Make sure you
have some mana steal. Then happily plunk away at him with Guided Arrow (fire
at an angle - the arrow will "bounce" back and hit him), settle
down, drink a cup of coffee, and wait for the Quest dialog box to appear. You
may need to shift positions once in a while, as Diablo sometimes has a
tendency to poke his head around the corner. Do not use Decoy, do not use
Valkyrie, do not pass Go(but feel free to grab the $200, er... rare or Unique
magic item Diablo will drop for you). It is also possible to fight Diablo at
close range. His Lightning Hose does lower damage at close range, and can be
easily shrugged aside by drinking a potion with some -magic damage equipment
and decent resistances to fire and lightning. THE BOW
BUGS
Under version 1.03,
there were many bugs associated with bows. Patch versions 1.04 and 1.05
corrected some, but not all of these problems. They include the following:
1) Prefix Bug. This
is what is most commonly referred to as the "bow bug", which kept
%damage magical prefixes to not work property. Items affected had the text
"Enhanced Damage", which ended up being a measly +1 to minimum and
+1 to maximum damage. This bug was fixed in 1.04. 2) +min/+max
Damage Bug.
Bows with additions to damage like "+19 maximum damage" or "+1
to minimum damage" or "Adds 2-14 damage" are OK - those
modifiers work fine. However, any OTHER item other than a bow which grants
those bonuses will provide NO bonus. This includes items such as Bloodfist,
Duskdeep, or any other item that mentions +x min or max damage. This bug was not
fixed in 1.04. 3) 1 Handed
Damage Bug.
Bows use the 1 handed damage(which is not shown on screen) instead of their 2
handed damage. This causes some bows(such as Gothic Bows) to do less than
their listed base damage. 1 Handed Damage on a Gothic is 10-48, not the 10-50
claimed by the item description. In general, you can assume any high-end bow
deals about 1 less average damage than expected because of this bug. This bug
appears to be not fixed in 1.04. 4) Pierce Bug.
Pierce is really strange. When an Amazon successfully Pierces a monster with a
Freezing attack, as long as both the Amazon and the monster do not move, all
arrows fired by the amazon at the monster will (a) always hit, (b) always
pierce, and (c) always deal the same amount of damage. This bug was not
fixed in 1.04. 5) Special effect
bug. The only
special effects known to work with bows are Piercing Attack and Elemental
Damage. Any item or set that provides Enhanced Damage works as listed in bug
#1 above. Freezes Target, Blinds Target, Slows Target, Open Wounds, Crushing
Blow, Monster Flee, %damage to Undead(from Socketed Diamonds or other
sources), and Knockback do not work no matter what item produces the effect.
This bug was not fixed in 1.04. 6) Guided Arrow
bug. Guided
Arrow's damage bonus did not exist. Instead, Guided Arrows used to deal only
95%(5% penalty!) of Normal Arrow damage, regardless of sLvl. This bug was fixed
in 1.04. 7) Strafe Damage
bug. Strafe's
calculation was incorrect. It multiplied, instead of added to, Dexterity,
making Strafe significantly more powerful in terms of damage than normal
arrows. This bug was fixed in 1.04. 8) Strafe Extra
Arrow bug.
Strafe fires a minimum number of arrows equal to the number of monsters PLUS
the number of neutrals (non-allied players and their minions) PLUS the number
of friendly units(allies and their minions) in range, not counting yourself
(limited, of course, by your current sLvl arrow limit). This bug was not
fixed in 1.04. 9) Freezing Arrow
bug. Freezing
Arrow appears to "splash" its physical damage, as well as its cold
damage, on all targets within its area of effect. It is not known whether this
is a bug or intended, but I believe it is a bug. This bug was not
fixed in 1.04. For the bugs which affect damage, reference the examples
in the Bow Damage calculations above for more details. MISCELLANEOUS
NOTES Magic
Finding One of the most
interesting things to do in D2 is to find rare and unique items. To that end
there are a number of items which can increase your chance to get a good item
from monsters. Boots, Rings, Amulets, and Gloves can all possess the Magic
Find property naturally. The Unique Heavy Belt Goldwrap has a 30% chance to
find magic items. Tarnhelms(Unique Skull Cap) possess between 25% and 49%
magic find, and a socketed helmet with 2 perfect Topazes can have between 42
and 48% magic find. MORE
INFORMATION
For more
information, the Amazon Basin site has a number of detailed Amazon-class
specific guides:
AK404 also has an
excellent guide for Bowazons. You can find it at:
http://www.freespeech.org/ak404/readme/game/amazon_ak404.htm
Diabloii.net also
sports a number of guides:
Hope this helps
some of you out there.
Happy Hunting,
Icemage
Baroness Lolita,
Open cLvl 68 Bowazon
Baroness
Lolita_Ice, clvl 64 Bowazon, USWest |