Wednesday, May 6, 2009

Diablo II: Fishyzon Skill Layout

A Fishyzon is an Amazon character that utilizes Freezing Arrow and Lightning Fury/Charged Strike attacks to deal damage to her enemies. Along with this a backup skill of a single point Jab or even relying on the mercenary provide this character the ability to deal with any monsters encountered. Unlike many other Amazon builds, the valkyrie minion is not utilized, which does make this build a little bit more fragile than most, but not enough to cause any real concern. The skill setup is as follows:

Jab - 1
Inner Sight - 1
Power Strike - 1
Cold Arrow - 1
Poison Javelin - 1

At level six several interesting skills are available to the character. None of them however will be a final skill so for the time being none of them will receive more than a single point. As such the character will be utilizing normal attacks for the beginning of the game with a single Poison Javelin or Cold Arrow thrown in for tough bosses or large packs that can't be dealt with one at a time.

Critical Strike - 1
Lightning Bolt - 1
Slow Missile - 1

At level twelve only prerequisites are being filled so battles are still fought in the same manner. Mostly normal attacks with the odd Poison Javelin thrown in against packs or Cold Arrow against bosses.

Ice Arrow - 1
Charged Strike - 1
Plague Javelin - 1
Penetrate - 1

At level eighteen one of the main skills does finally become available, Charged Strike. However at such a low level the mana requirements for the damage dealt are not very character friendly and as such the skill is used only in dire emergencies. Otherwise tactics remain the same.

Decoy - 1
Charge Strike - 7

At level twenty-four a very good monster distraction becomes available in Decoy. With only a single point it won't last very long but the few seconds of peace should be enough at this point in questing to allow the character to regroup her wits. Charged Strike has become a bit more viable, still mana hunger enough that it isn't in use all of the time, but working it's way towards that goal.

Lightning Fury - 1
Freezing Arrow - 1
Charged Strike - 13
Pierce - 1

At level thirty all skills are now available, including two of the main ones in FA/LF. Also, Charged Strike has become powerful enough that it may be used on a constant basis. Half of the inventory will need to be filled with mana potions before venturing out, in order to ensure a decent amount of territory can be crossed before a trip back to town is required.

Charged Strike - 20
Freezing Arrow - 6

At level thirty-seven Charged Strike is now maxed and dealing significant damage. While CS is the main attack Freezing Arrow has been added to the skillset and comes into play whenever a pack approaches. One or two quick FA shots freezes the group for a short period of time, but normally enough for the character to eliminate a few with CS. Then the process is repeated until the pack is gone.

Freezing Arrow - 20

At level fifty Freezing Arrow is maxed. Finally the character has a choice as to which skill will be the main one, FA or CS. Either will work quite well and purely depends on the characters personal preference. Either way scouting ahead with the random Decoy from time to time is advisable, especially in areas such as the Durance and WSK were very nasty monsters can pop out of nowhere.

Cold Arrow - 10
Lightning Fury - 10

At level sixty-five the synergy for Freezing arrow is increased, as is one of the mains skills in Lightning Fury. As the character is still in Nightmare difficulty having LF maxed is not an absolute priority, Charged Strike and Freezing Arrow do quite fine at this point.

Cold Arrow - 20
Lightning Fury - 20

By level eighty-one all of the skills are complete and the character should be able to deal with any monster pack encountered. Liberal use of Decoy in Hell difficulty is suggested to avoid any nasty traps, although granted stair traps will still be unavoidable. But without a valkyrie to soak up the damage the character needs to be a tad cautious when moving through areas. From here on the extra skill points can be placed in a few different areas. Decoy could be increased to give a more powerful, and instantly summonable, tank. Or one of the CS/LF synergies could be increased to provide more power to those attacks. Or Pierce can be increased to add to the current percentage. Which route is taken purely depends on the character's play style and what situations have caused the character difficulties up to this point.

Final Skill Distribution:

Cold Arrow - 20
Freezing Arrow - 20
Lightning Fury - 20
Charged Strike - 20
Decoy - 1
Pierce - 1

2 comments:

Jabari said...

Couple of quick comments:
Pump LF before FA. LF kills stuff faster, and doesn't need as much mana as FA does. I have a "pure" FA Zon in the Heptad, and I think all she does is drink mana potions! FA is extremely cool (heh), but in this build it's really only used as a lightning-immune killer.

For the spare points, I still like getting a Valk. You can have all the skills needed, with a 1-point Valk at level 85 (20 LF, 20 CS, 20 FA, 20 CI, 1 pierce, plus prereqs), and this is a +skills-based build so it'll be a reasonable level. You're using it as a tank and not a damage-dealer, so the level isn't super-important, but if you get a +3 Passive amulet and gloves, you might be able to get it to level 17 to do real damage anyway.

The only other real option is extra in Decoy - the single point in Pierce is plenty (as Razortail gets you to 100% with any reasonable kind of +skills).

Nightfish doesn't like it - he complains about being interrupted due to D/A/E animation too much, but I can't see how that happens as long as you're reasonably careful. If you're getting hit with blowdarts or somesuch, you probably either aren't using the Decoy right, or you need to stand somewhere else!

Having the Valk as "protection from stairtraps" is infinitely useful. :)

Silverbolt said...

Using FA as the main skill was the point of the build, for me at least. I've never been a fan of LF, even though it is a very powerful skill. As such I prefer to use FA over LF, which is why the skill setup is as it is.

Normally I like having a valkyrie as well, but for this build it seems rather redundant. With FA and the melee merc, as well as a decoy, I didn't find very many situations where I needed the additional tank. Only against Frenzytaur champion packs did it become an issue, and those were only encountered in NM.