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PD2 Summoner Druid - An In-Depth Guide

Guide is written and updated for Season #1 Awakening
The druids summoning tree recieved a massive rework in PD2 with the goal to make it a viable self reliant build archetype on its own. Not only got the minions buffed themselves but now you are able to summon multiple of them at the same time, which wasn’t a thing back in D2 LOD. I won’t go over all changes in detail but I recommend taking a look at the official wikis druid section to see all changes that have been done in this mod before continuing reading.
An in-depth guide?
My goal with my guides is to really provide a lot of information to players, not just a list of items and no explanation how to get there or why you want them. Also I am not a fan of videos; imo you can’t tell if you like playing a build just by watching someone playing it in a perfect handmade setting for a couple of minutes… you can’t grasp the actuall feeling of the build this way But don’t worry I got something even better for you! In various sections of this guide you will find 4 different singleplayer savegames to DOWNLOAD with characters in different progression stages with real gear all functioning properly! So you can try and test the build in this guide to full extend yourself, on your pace, the way you like it and as long as you want to see if it fits your taste and if you actually want to play it on ladder.
Just to mention it: I am mostly a HC player, so I design all my builds geared towards a HC setting – feel free to adjust everything you don’t like to your liking if you play SC. Don’t treat my recommendations as the only options you have, think for yourself and try out different stuff which looks interesting to you.

General Playstyle:

Very meticulous and safe playstyle – perfectly suited for HC. Your minions will kill, tank and draw attention away from you while you are standing in the back spamming Ravens… Sounds boring to you? Well if you like you can also get your hands dirty: use you shapeshifting abilities and transform into a bear, fight by your minions side and maul down hords of daemons with them! If the situation is dangerous just sit back, kite and reposition your trusty merc and your minions with the new teleporting ability Gust. Carrion Vine devouers fallen corpses to heal you and your minions after an engagement. Cast Cyclone Armour in the right situations to protect yourself from elemental damage.
  • Very safe playstyle
  • Not many klicks required to play this build
  • Can be build very tanky
  • Very good bossing character
  • Can do Ubers and MiniUbers solo and safely
  • DClone is possible solo (but very hard, you have to play really well)
  • Can do maps with dangerous mods/high density in HC solo
  • Very good build for group compositions which want to tackle difficult content together
  • Smooth ladder starter
  • Summoner playstyle is not for everyone
  • Achieving good clear speed requires some gear investment / not the best farming speed at the start of a ladder
  • Minions are a little weak at the at the start of Hell difficulty, requires frequent resummoning and good positioning
  • Druids don’t have good life scaling (comperatively low HP pool at the beginning of Hell to other classes, weak FHR and block frames), you will need good gear and some investment to feel tanky, otherwise you have to know what you are doing
  • If you want to play this build well, you need to switch between many skills, kite, pay attention to your envirenment and constantly reposition. The skill cap of this build is quite high – profund D2 knowledge will be required to play this build to max efficiency, especially in groups, since your mistakes might cause deaths to your group members
  • Requires to setup minions everytime you start a new game

Basic skill point distribution in the endgame:

Summoning Tree:
  • 20 Raven
  • 20 Summon Spirit Wolf
  • 20 Summon Dire Wolf
  • 20 Summon Grizzly
  • 1 Poison Creeper
  • 1 Carrion Vine
  • 1 Heart of the Wolverine
Elemental Tree:
  • 1 Arctic Blast
  • 1 Cyclone Armor
  • 1 Gust
The rest points are yours to choose and depend on preference. I personally like to dump as many points into Gust to reach a cooldown timer that feels good for a fast playstyle, repositioning frequently. Other options would be investing into Heart of the Woverine for damage or investing into Werebear, Lycanthropy and Maul if you want to transform frequently and fight by the side of your minions in first row. Just keep playing around with it an see what you like best.


  • Strength: enough to wear your gear (and to be able to perform a weapon swap in combat)
  • Dexterity: depends if you are going for max block; otherwise no points here/enough to wear gear
  • Vitality: Everything you can spare goes here
  • Energy: Nothing


  • %FCR: If you are focusing on Gust and are mostly spamming Ravens in the background you would want to reach at least 46% FCR breakpoint (13 frames) for your teleport to feel smooth, more is always good but not needed (reminder: you can’t use Gust while shapeshifted – but you can perform warcrys while shapeshifted in PD2! Those also depend on your %FCR breakpoint)
  • %FHR: If you go maxblock I would aim for the 63% breakpoint (7 frames) – if you prefer going werebear form often and wielding a 2H-weapon go for 86% (6 frames)
  • %FBR: Druid has very slow blocking frames so investing here is a must; go for the 6 frames breakpoint (52% in human form, 65% in bear form if you insist using a shield), don’t use shields with no extra %FBR on them to avoid getting block-locked.
  • %IAS: Depending on your weapon choice if you wanna go full werebear (use an IAS calculator), otherwise, none.

Leveling – How to level this build from scratch:

Pretty easy overall for summoner. Spam Ravens and resummon your minions when needed – Diablo is the most difficult encounter here since he is able to kill your minions fast. Just keep your distance and keep resummoning them until he is deas (this will take a while but it is a safe approach).
Level Skill Level Skill Level Skill
Level 2 Raven Level 13 Cyclone Armor Level 24 Raven
Akara Poison Crepper Level 14 Summon Spirit Wolf Level 25 Raven
Level 3 Arctic Blast Level 15 Summon Spirit Wolf Level 26 Raven
Level 4 Raven Level 16 Summon Spirit Wolf Level 27 Raven
Level 5 Raven Level 17 Summon Spirit Wolf Level 28 Raven
Level 6 Raven Level 18 Gust Level 29 Raven
Level 7 Raven Radament Summon Dire Wolf Level 30 Summon Grizzly
Level 8 Raven Level 19 Summon Dire Wolf Level 31 Raven
Level 9 Raven Level 20 Summon Dire Wolf Level 32 Raven
Level 10 Raven Level 21 Summon Spirit Wolf Level 33 Raven
Level 11 Heart of The Wolverin Level 22 Raven Level 34 Raven
Level 12 Carrion Vine Level 23 Raven Level 35 Summon Grizzly
Gear to look out for at the end of Normal: Spirit sword, Stealth chest, Ancients Pledge shield, a random Wolf Head with +skills (just farm Normal Cows for required runes and some random charms and bases – it is not difficult to get, you also will occasionally drop low level set pieces, some of them are pretty decent at this point). Try to build an Insight Polearm for your Act 2 merc – it will carry you early Nightmare along with your minions.
Here is an example of how your character should look like at this stage in the game – download the savegame and copy it into your D2 savegamefolder and start it in Single Player: DOWNLOAD - Early Nightmare Test Character
Got your basic gear ready and some decent resists to start out? Good – if not farm Nightmare Countess and Black Marsh/Stony Field for runeword bases and runes before you go on. You can also attempt to build a Lore now if you have a good base. Just carry on through the acts – Nightmare is easy with basic gear, you will face no problems at all (watch out for dolls in Act 3! Their explosions got reworked and now have a delay). If summoner is to slow for your liking at this point you can respec to wind druid at lvl 40 (it basically utilizes the some gear, so you can make an easy switch anytime you want using a respec – Hurricane will carry hard in Nightmare and is a great tool for farming Nightmare Cows at a decent speed with very little gear) – but summoner can also do everything at this point without problems. After maxin out ravens put around 5 points each into both of you wolves and then max out Grizzly, after that max out Spirit Wolves and Dire Wolves in this order. Once you kill Baal it is farming time! You have do do some farming for basic gear in PD2 before you go to Hell difficulty, otherwise you will struggle hard. So take your time to farm up some gear in Nightmare Cows. Nightmare Cows is THE best farming spot at this point in PD2 thanks to player 5 loot; Cow Kings drop table is really nice and you can kill him here; the portal can still be opened afterwards – you can drop a ton of good stuff there. Lets assume you get really unlucky and get no good drops at all; you sill will be able to progress as summoner, no worries.
Gear to look out for at the end of Nightmare: Just pick up every amulet and charm, reroll grand charms from Cow Level for Skillers, sell them and buy 3-4 clean summon skillers for your druid. Gamble amulets for a good chance at +3 class tree skill levels with the gold you get from cows and selling items to vendors – sell +3 amulets for other classes and buy a +3 summon druid amulet if you don’t find one yourself. Build yourself a Rhyme shield in an exceptional base, upgrade your Stealth to a Smoke chest in an exceptional base (if you can’t find a Lum rune, just buy one or use a 3os chest and socket it with Ral-Ort-Thul for some resist instead. Overcap your resists with charms to have good resistances when you enter Hell difficulty. I recommend using a respec hear to invest some points into dexterity reaching around 50% chance to block with a Rhyme shield. We likely won’t have access to %PDR or decent amounts of flat PDR at this point so block is an option to consider against physical attacks.
Here is an example of how your character should look like at this stage in the game at the bare minimum before you should enter Hell – download the savegame and copy it into your D2 savegamefolder and start it in Single Player mode: DOWNLOAD - Early Hell Test Character
Hell is difficult for almost any character build without gear in PD2 similar to vanilla. As a summoner just be careful, keep resummoning your minions when they die and take your time – you will get there. Just do Act 1 normaly until you reach Outer Cloister waypoint. From now on just farm Pits. It is a lvl 85 zone with a high treasure class which can drop almos all items in the game. Farm up gear before you continue through the acts. You can do it as a summoner with basic gear but you have to really know what you are doing to not die – farming Pits for gear is way easier. For skill points just finish maxing out your wolves and put the rest points into Gust to lower the cooldown further.
Gear to look out for while farming Hell Pits: You want to get complete Aldur’s Set as soon as possible. Every piece but the body armour can drop even in Nightmare difficulty – Aldurs isn’t overly rare and one of the easiest class sets to farm. The Set also recieved a huge buff in PD2 which makes it the abolut best midgame gear choice overall for this build – you need very good gear before you can even think about outclassing it. So just farm and buy all pieces one by one if you don’t find them yourself. Once you have aquired the full set just buy two Nagel rings for MF, look out for a white Monarch, socket it and build yourself a Spirit shield, buy IK belt if you havn’t found a decent rare belt yet and you are basically done. Before you carry on I highly recommend buying any kind of Ampliy Damage on hit weapon for your merc to deal with physical immunes.
Here is an example of how your character should look like at this stage in the game. You can cruise through Hell now and farm any regular Hell content with this setup and even do easy maps – download the savegame and copy it into your D2 savegamefolder and start it in Single Player mode: DOWNLOAD - Midgame Test Character
From here on out it is your choice where you want to take the build – get more clean skillers first and decide from there what you want to upgrade next.

Endgame Gearing:

This section only covers endgame gear options (check leveling section for gear progression). PD2 provides a very in-depth gearing system thanks to various balancing changes to uniques, runewords and adding a corruption and socketing system on top of that. Everything depends on gear composition – imo their is no (or very seldomly) clear BIS option for a gear slot for any build type. Just take a look, compare and try to reach breakpoints where you can. I will also mention usefull corruptions to look out for on each gear slot. I won’t list every option since there is just too much to cover – instead I will focus on pointing out interesting concepts and ideas for you to build around. If you have questions regarding gear choices just ask in this thread – people can have a discussion and help each other out with ideas.
What should be your focus?
Try to stack +skills until you reach around slvl 45 with precast gear and stop there (you don’t need that many, around lvl 35 is sufficient for all regular content). More is always possible but not needed. At this level your minions can tank Ubers confortabely and going for more damage won’t improve your clear speed by much – don’t be a mindless „tooltip warrior“ in PD2, higher numbers don’t always translate into higher clear speed in this game. After that focus on defence, getting extra auras from gear and building a great merc.
Want to see how a fully decked out HC Summon Druid performs in PD2? Download this savegame and copy it into your Diablo 2 savegame folder, start the game in Single Player mode and enjoy! DOWNLOAD - Endgame Test Character
  • Heart of the Oak [Ko-Vex-Pul-Thul] in a Flail: good old Hoto, great %FCR, 3 skills and some resist. This runeword got nerfed in PD2 but it is still a very good option to consider for defensive setups which don’t have room for resists or %FCR in other slots.
  • Beast [Ber-Tir-Um-Mal-Lum] in an Berserker Axe/Ettin Axe (1h) or a Champion Axe (2h): Depending if you want to use werebaerform often and fighting yourself with your minions – go for a 2H weapon since it has better %IAS frames and more damage. The classic approach would be just wearing it for the Fanaticism aura to buff you minions and stand back which also works. Keep in mind that this runeword got changed slightly in this mod – it no longer provides up to 40 Strength but has more %ED and a higher level of Fanaticism to compensate for it.
  • Doom [Hel-Ohm-Um-Lo-Cham] in an Berserker Axe/Ettin Axe (1h) or a Champion Axe (2h): You don’t feel the need for more damage but wan’t more CC to support your group? Then Doom is the choice for you – Holy Forst provides some nice slowing effect and cold damage to you to deal with highly physical resistant monsters on your own, damage and %IAS is also great. Doom is a top choice for group support if you play with someone who can provide you and your minions with a Fanaticism aura already like a Bowzon or a Zeal Paladin.
  • Stormshield: Want %DR and max block on your build? Then this is the choice for you – not much to say here since it is still one of the best choices despite the huge %DR nerf it recieved.
  • Gerke’s Sanctuary: Got buffed in PD2 and is a top tier choice now. Great resists, max block viable, a +skill and %DR paired with some flat pdr and mdr – one of the best defensive shields you can get
  • Moser’s Blessed Circle: still one of the best shields available imo for a rather cheap price
  • Rhyme [Shael-Eth]: super easy to get and very decent in an elite base for any max block build out there. You get resists and the very valuable affix CNBF which affects cast speed in PD2 so it is great to have in any build now. Corruptions to look out for: +1 skill, resists, CNBF, block chance/block rate, cast speed, %PDR, %FHR, Replenish Life
Weapon Swap:
  • Call to Arms [Amn-Ral-Mal-Ist-Ohm]: While BO got a massive deserved nerf in PD2 CtA ist still great and better than ever for this build in particular. Mostly overlocked CtA also gives the player access to Battle Cry which got reworked and reduces physical resistances of monsters now. You can break physical immunes with this and it stacks with curses! And you can perform warcrys while shapeshifted – it is a massive buff your build so use it in your weapon slot to prebuff (it basically gives +2 skills, one from the runeword and one from Battle command) and as a utility tool – use your weapin swap actively in combat to perform warcrys.
  • Lidless Wall: Great caster shield overall with skills, %FCR and mana after kill. In this build it is used as prebuff gear – you can even corrupt it for another skill which leads to a +3 all skills off hand, which is he highest you can get in this gear slot.
Body Armors:
  • Rain [Ort-Mal-Ith]: Really great runeword for just a Mal rune. Got buffed in this mod and offers up to +3 to summon skills. I personally really like the Cyclone armor on struck especially against frame based attacks like Diablos Lightning Hose – it can safe you when you make a mistake or don’t pay attention.
  • upped Spirit Shroud: Yes – this thing is good now, really good. It provides a skill, %FCR and CNBF in PD2 as well as huge amounts of flat mdr and high replenish life which is a buffed stat in this mod – if you stack it on different gear pieces the regen is significant. What makes this chest really good is the high potential through corruption and sockets you can get on top of that.
  • Arkaine’s Valor: Really great body armour for summoners in general – huge defense rating, +2 skills, high %FHR paired with vitality on lvl. Again – corruptions and sockets bring huge potential. This can be a +3 all skills chest which also work for warcrys
Corruptions to look out for: +1 skill, resists, CNBF, block chance/block rate, cast speed, %PDR, %FHR, Replenish Life
  • Aldur’s Stony Gaze: Recieved a massive buff and gives up to +4 to summon skills on top of FHR and cold resists and has huge corruption potential on top of that.
  • Spirit Keeper: Very defensive helmet which gives up to +3 to a random druid skill in this mod (many great options for this type of build available like: any summon, HotW, Gust, Cyclone Armor, Werebear, Lycanthropy etc.) – maybe not as much damage as other options but versatile.
  • Jalal’s Maine: got nerfed but is still one of the most well rounded options for any druid build thanks tot he wide variety of stats it provides – makes other gear slots very flexible.
  • Steelshade: Got reworked and is now one of the best option for any max block build which depends on +skills – it grants massive block chance and block rate… on a helmet! This helm can save you tons of dexterity investment which leads to more effective HP overall.
Corruptions to look out for: +1 skill, resists, CNBF, block chance/block rate, cast speed, %PDR, %FHR, Replenish Life
  • Trang-Oul’s Claws: Looking for %FCR? Get these! They are better than Magefist since you don’t need the +1 to fire skills and the mana regen and it provides some cold resists instead as well as a higher defense rating.
  • Bloodfist: Great gloves which you can wear from start to finish – 30% FHR and 40 flat life is huge – you rarely get rare gloves which are better than that.
Corruptions to look out for: block chance, block rate, %FCR, Replenish Life, flat life, resists, stats
  • Waterwalk: are now 40% FRW in this mod, also max fire res and flat life are nice
  • Aldur’s Advance: the „worse Waterwalk“ in this mod, but cheaper
  • Hotspur: low level boots with max fire res, fire resist and little life but without %FRW – if you are using a Vigor merc this downside isn’t that harsh they are worth considering
  • Infernostride: max fire res and %FRW, pretty nice boots overall
  • Natalya’s Soul: already capped on fire resist? Then this pair of boots might be great for you
  • rare/crafted boots: rare boots can have a variety of great stats like %FHR, %FRW and resists
Corruptions to look out for: CNBF, Curse Duration Reduction, %FRW, %FHR, resists, Replenish Life, %PDR
  • String of Ears: great belt for Werebear Hybrid since it provides leech on top of %PDR and flat mdr
  • Verdungo’s Hearty Cord: %PDR and huge amounts of Vitality paired with little %FHR – solid defensive choice
  • Rare/crafted belt: have huge potential and can be some of the best items in the game.
Corruptions to look out for: max res, block chance, %FCR, %PDR, %FHR, resists, stats, Curse Duration Reduction.
  • Bul-Katho’s Wedding Band: +1 skill, life on level paired with life leech – great slot to get some leech for the werebaer.
  • Wisp Projector: got reworked in PD2 and provides non class skills now and +1 all skills on top o fit. This nets potentially +4 to HotW – it also has some %lightning absorb which is great (if you consider wearing 2 of them for +8 to HotW on your druid… won’t work sry since non class skill levels are capped to +3 for classes which have the original skill available to them, so +3 is max for druid – for other classes this will stack to +6 of course)
  • Ravenfrost: Can’t get CNBF on other gear slots? Going for max block? Then this is a great ring for you. Up to 20 dex and 250 AR help you reaching max block and hitting monsters with werebear. The cold absorb is also great to have – consider having one around for heavy cold damage encounters.
  • Rare/crafted ring: can provide life, stats, %FCR and resists to fill out deficits
Corruptions to look out for: %FCR, leech, CNBF, Curse Duration, Resists, Stats
  • Mara’s Kaleidoscop: +2 all skills paired with resists and all stats
  • +3 Summoning magic amulet: Simple but it just works fine, it also can have a nice suffix on top of it like life or %FCR. Since they are fairly common this can be a good target for getting a nice corruption too
  • crafted caster amulet: can have +2 druid skills and up to 20% FCR with other goodies
  • Nokozan Relic: worth mentioning since it is fairly common and got buffed. Provides huge amounts of %FHR, fire resist and max fire resist; a good corruption can make it pretty nice.
Corruptions to look out for: max res, %FCR, +1 skill, %FHR, block chance, resists, Replenish Life, stats
  • 9x Summon Skiller
  • Torch/Anni
  • Resist/FHR charmes to reach breakpoints
  • Life charms
Open Sockets:
Sockets should be used to reach breakpoints where you can with either jewels or runes for purely defensive purpose, no need to look out for offensive stats here. If you are satisfied with your defences go for %magic find.


Mercs got an overhaul in PD2 to actually bring diversity and chouce to choosing a follower for your build. All mercs now provide some kind of passive aura and some of them have a wider variaty of weapons they can equip. Mercs also have more than 3 gearslots to equip them in this mod – check out the merc section on the wiki for more information.
Act 1 - Fire (Vigor):
The Act 1 rogue merc is actually really useful in this mod. It is my personal choice for a follower for this build. Vigor aura not only provides movement speed to you and your minions but also increases velocity which makes your minions more responsive and act faster! This is a huge improvement to their sometimes clunky minion AI. Otherwise it is ranged attacker, which does not benefit from the melee splash changes – so consider it a support role, not a damage dealer.
Act 2 - Defense (Defiance):
Very good if you are figthing in werebear form often since it boosts your defense further (defense rating works while running/walking in PD2!) – combined with the defense bonus from shapeshifting you can reach some pretty good numbers. I would not go for this if you are mostly in human form, since druid has no way of scaling defense to great effect if not shapeshifted.
Act 5 - Barbarian (Might):
Need more damage? Then this merc might be the choice for you. Might aura got buffed in PD2 and provides a huge boost to your minions. The barbarian merc is also the most durable one and can hold on its own if needed. (nice thing to know: since barb mercs can now equip 2h axes and 2h maces in this mod this merc can wear full Immortal King set and get all the boni from it – if you want your merc to become a walking death mashine go for it; thanks to elemental damage bonus he is able to deal with physical immunes this way)
Merc Weapons:
  • Wrath [Pul-Lum-Ber-Mal] in a Chu-Ko-Nu: luxury option with CNBF and higher Amplify damage proc rate than Wildwitch String on an Act 1 merc – still very little damage but you reach 8 frames with it without further IAS investment in other slots.
  • Wildwitch String: the new go to weapon for breaking phyiscal immunes on Act 1 merc – socket it with 2 shaels and stack off weapon IAS on gear to reach the 10 frames breakpoint (54 IAS needed with 2x Shael in bow) – deals almost no damage but good enough against singel immunes if you wait long enough – Amplify Damage is a huge DPS boost to your minions.
  • The Reaper's Toll got changes and now has Amplify Damage on hit - overall a really fast and solid weapon with good damage and leech on top of it
  • Vile Husk: Again, Amplify Damage on Strike is king – your Act 5 Barbarian will help you out greatly with it. (Decrepify got reworked in this mod an no longer provides physical resist reduction => Lawbringer is no option here for breaking physical immunitiy)
Merc Body Armour:
  • Treachery [Shael-Thul-Lem]: Got nerfed and now only provides a much weaker version of Fade on struck – still a great chest since it provides huge amounts of %IAS and some %FHR
  • Heavenly Garb: Very overlooked option imo. Sanctuary aura makes it so any physical resist of every undead monster in the game is ignored (the game will treat it as the monster having 0% DR, yes even physical immune monsters!) – most physical immune monsters you will encounter are of undead type so heaving even a seemingly weak lvl 1 aura around will let you deal with them easily, they will fall over like flies.
  • Templar‘s Might: One of the best reworks in this mod imo – it now provides a lvl 8 Might aura (which got buffed btw) to enhance the damage of your minions and yourself. It has a really high strength requirement so consider sockting -15% requirement jewels into so you don't have to search for extra stats in every gear slot of your merc just that he/she can wear it.
  • Shaftstop: Very defensive option thanks to huge amounts of %PDR and life – best defensive merc chest in the game (could also be an option for your character to be honst)
  • The Galdiator’s Bane: Got buffed in PD2 and now provides even more flat pdr and mdr on top of great stats like %FHR, CNBF and great defense. The Attaker takes damage on hit mod got buffed hard so if you want you can stack this attribute on all gear slots and make a thorns merc.
Merc Gloves:
  • Laying of Hands: damage against daemons, huge fire resist and 20% IAS – could not wish for more.
  • Dracul's Grasp: got reworked and no longer provides lifetap on hit, still really good gloves for mercs thanks to open wounds, life leech and 20% IAS.
  • Ghoul Hide: again huge damage potential paired with 20% IAS – you get the theme here, IAS is king in almost all situations.
Merc Belts:
  • String of Ears: BIS merc belt – nothing else to say here, don’t think anyone would ever consider something else. Not that rare to get, great stats, leech and damage reduction.
Merc Boots:
Same options to consider as for your character – noteworthy mention: Rite of Passage set boots have CNBF in this mod and are not too rare to get; cheap option for your merc.
Merc Helmets:
  • Vampire Gaze: The %DR option, very defensive and overall great choice
  • Andariel's Face: Has +2 skills which apply to merc auras as well as %IAS – really great merc helmet overall
  • Tal Rasha's Horadic Crest: cheap and great, has everything your merc wants.
  • Guillaume's Face: Want to stack crushing blow on a Act 5 merc? Go for it, he will be an absolute powerhouse and can solo the game with great gear and your support
  • Crown of Ages: Very rare but also really good – has 75% curse reduction in this mod which gets rid of curses almost immediately on your merc – also has %DR, great %FHR and 2 open sockets to custumize.


How do minions work/scale?
Minions have hidden resists and damage reduction which is not displayed ingame. Their resists scale with skill levels (soft points); their AR and defense scales with monster level, so no need to invest into AR scaling from merc auras. This means minions become automatically more tanky when you switch to a higher difficulty (they don’t get hit by attacks that often) to keep up with the monster scaling a little better. Minions benefit from all auras and buffs like Battle Orders that are applied to them after minion scaling is done multiplicatively. Different minion types generate different threat levels which basically work like a taunt or define how much aggro a minions can draw.
How many minions can I have up at the same time?
12 Ravens, 5 Spirit Wolves, 3 Dire Wolves and 2 Grizzlys on top of 1 spirit whisp and 1 vine of your choice. You can’t have multiple spirits or vines up at the same time in PD2
Do druid minions deal splash damage?
Not all, only the grizzly and vavens perform attacks which deals splash AoE damage; the grizzlys cleave has a big spalsh damage radius, ravens only have a small radius. Wolves don’t have melee splash. Ravens on the other hand automatically chill a monster on attack slowing their action speed. Poison creeper spreads vines on the ground which deal poison damage over time on each frame when monsters stand on them.
How does Cyclone Armor work exactly?
Cyclone Armor is a very usefull tool which prevents a portion of elemental damage before your life orb takes damage. Cyclone Armor applies before resists are taken into account (this is why it drops so fast against heavy elemental attacks) – in PD2 it was given a short cooldown so you can’t spam it anymore so look out for timing it correctly.
How does Gust work?
Gust is a newly introduced skill in PD2 which is a wind based teleport ability. The cooldown gets lower for every soft point into it (so you don’t have to spent as many hardpoints if you don’t want tot o get a reasonable good result) – all cooldowns are shared between abilities which apply a cooldown in D2! So consider that when teleporting around and using Cyclone Armor in between. Gust also applies a short duration stun to surrounding monsters on impact, but deals no damage itself. This stun is very reliable to get around if you have invested in %FCR, %FHR and/or %FBR to not get locked in place.
Call to Arms runeword got nerfed, is it still worth using?
YES – CtA is so good on this build! It provides up to 300 life and 150 mana with good gear to you and your minions/merc for buff duration of 5min (so it is not anyouing to keep up) which is significant. Without some +skills it is pretty weak, so don’t think just swapping one on almost doubles your life pool like it does in vanilla – you need investment to make it work. Another great thing in PD2: Battlecry recieved a rework: it now reduces the physical resistance of nearby monsters and can break physical immunity – it also stacks with curses! It is great for this build since you can perform any warcry while shapeshifted which makes having access to battlecry through CtA a pretty nice utility tool on top of it for this build.
Hybrid WerebeaSummoner melee build? WTF?
It is actually viable in this mod and pretty fun and versatile to play around with. Damage is good enough with some investment and skill point focus to handle monsters on your own. You can also just be a support for your minions zoning monsters by applying open wounds to bosses, battle cry against tough elites or to break physical immunes. Or you just stand in the back in werebear form if you don’t want to teleport in this specific moment or spam ravens just to benefit from the huge defensive boost your werebear form provides. You can get 400-500 extra life and triple your defense rating just for shifting to bear form in hard encounters. Lycanthropy scales with softpoints so just investing 1 point while using a Beast weapon can go a long way (you get werebear from the weapon, so you don’t have to spec into it) – just switch between human form and shapeshift form freely depending on the situation.
THANK YOU FOR READING | SPECIAL THANKS | ABOUT THE GUIDE CREATOR Thank you all for reading through all of this, i hope it was interesting and helped you out in some way or another. I decided to write this guide to show a different perspective on approaching build guids and playing PD2 in general. It is only season #1, plenty more to come and this mod is already great – balance isn’t that much off like people claim – I am actually pretty impressed by it getting it done this way on the first iteration.) I really enjoy the PD2 mod so far. Just wanted to thank the whole PD2 Team for all their work, time and passion they invest in there free time to provide us players with a great new and enhanced experience of playing our beloved game Diablo 2. If you have any questions please just ask. Thank you again for reading – more guids to come in the future as I experience new interesting builds.
submitted by Wuslwiz to ProjectDiablo2


Nightmare Survival Guide: General & Class-specific Builds and tips.

I meant to put Ver. 2.0 in the title.
Hello, this post is intended to give people some direction when it comes to beating Nightmare Survival. It is leagues ahead of other modes in difficulty, even Nightmare Story. Even though Iyo's Raid requires more teamwork and coordination, many will agree that Nightmare Survival is harder. I made an old post about 2 weeks ago here, and have decided to release an updated version. Why? Because the playerbase has improved as a whole, and people are now looking to aim for their No-zones lost clears. We also know (or at least strongly suspect) that no new equipment or Ki levels are coming, so there's no point waiting. I also wrote the last one on mobile, so it wasn't as neat. Time to get good.
Note: I've played as all classes, and will be attaching a video of a Nightmare Survival No Zones Lost clear for each class with random players at the bottom of this thread, mainly because someone asked me to when I wrote the last guide and I was too lazy to do so. You can see how I treat each wave, though for sanity's sake I would probably just recommend watching 1 or 2 random waves past 15+ if you actually care to do so.
Universal Tips:
  • The order of spawns are the same everytime. Here is a list so you can keep track and be ready for each wave: https://www.reddit.com/ghostoftsushima/comments/jijvi3/survival_all_waves_for_each_map_except_shadow_of/
  • Class-specific Epic Charms: These things are amazing, and most of the legendary charms are kinda baity. These charms allow each class to do something that completely changes/drastically improves their gameplay. More detail in the specific classes.
  • Ki Levels: There IS a noticeable damage difference between Ki105 and 110. Mainly in your damage dealt. Damage received is not too different, though the difference between 90 and 110 is night and day. Get at least Ki100. By all means this doesn’t mean just give up if you see people below 100, but do know you’re at a pretty significant disadvantage. People below 100 who are somehow lucky / built properly will still be way better than people above 100 who just slap things together.
  • Hwacha Arrows: These can be used to your advantage. They hurt enemies. As enemies are coming to your base, bait them into arrow valleys. Note: ASSASSINATING/CRITICAL STRIKING OUTSIDE OF THE 3 CAMPS IS RISKY. Especially for non-assassins. That’s a long animation and you’re very likely to get volleyed and die.
  • Manipulating Hwacha targetting: Hwacha's target where you are moving. This means that instead of running down a narrow path you should run zigzag, so that you still have room to keep moving. If you stand still, they will of course, shoot at you. If you are aiming and slowly walking backwards be very careful as you may not be able to tell if you're about to get shot. If an ally is attempting to res a far away ally or wants to buy a blessing, the other teammates should run around outside their camp to increase the chance they get targeted. This lets the first ally take care of business easier.
  • Legendaries and Builds: I personally don’t believe that for any class it’s worth taking 2 legendary vs. your other Tier 3 classes. However, no matter what you decide on, make sure your build synergizes. Each class has multiple options. I will go over a legendary list shortly. NOTE: Legendary Minor perks are always max value.
  • Smoke Bombs: IMO, the universally best Ghost 2 (though the others have purpose too). This can help you Res allies, and more importantly stun a large group. I take this on all classes. It's also a huge bonus if you have any/multiple assassins in your team.
  • Using your points for blessings: Use these wisely. Summon bears/dogs/ignite fire when you're on a wave that has enemies go to all 3 points, and use them at the beginning. The sooner the first spawn group dies the sooner you can all fight as a group. Use them also on boss waves where you think you might be in a danger (Toxic, Bears, etc.) You should really not be using these until Wave 10+, and again, boss waves/3-point waves are the best times.
  • General "safe" moments: You can't die during an ult. You're very likely to die after an ult (especially you Ronin) if you ult outside of a circle. Hwacha arrows do not shoot inside houses. Hwacha arrows do not shoot if you're crouched in a bush and enemies haven't spotted you.
  • Using your ult properly: If you're on the final Spawn wave of a particularly wave (every wave has 3), you don't need to use your Samurai/Assassin/Hunter ult unless it's a lot of enemies and you can build that resolve back asap. Using your ults at the start of the next wave's first spawn will almost entirely decimate them. This lets you guys focus the second spawn sooner, and whichever 1-2 people buy time for the final spawn have less waiting to do.
  • Your normal attacks are very slow after 2 strikes. String together normals and heavys so that your combo never slows down. Seriously, so many people like to string 15 normal attacks on a spear oni and I dont get it.
  • Immediately learn the name of your Ronin(s). Press start at the beginning and pay attention to who they are, so you can react asap if they are (all) down. Likewise, you can figure out by the first 3 waves how the team is gonna go. Pay attention to who dies a lot, who can defend a point solo, who should not be left alone solo, etc.
  • 2 Ronin make a significant difference if they're smart enough to ult each other when 1's down.
Enemy Tips:
  • You can jump over Fat Oni's ground shockwaves.
  • Water Stance Heavy attack disrupts most humans, whether they be shielded brutes or spear enemies.
  • Wind Stance actually does not help against Purple Spear Onis, unless you spam Typhoon Kicks lots of stagger damage. Stick to Water against them.
  • Purple Spear Onis have several attacks. Their normal blockable attacks are quick. If you're hit by the first, nearly instant attack, be ready to block the second. If you guard against their Red attacks, you take mitigated damage. Do this if you can't dodge. Assassins can poison them, getting their stamina down quicker so your team can gang up on them. Several classes can Weaken them, and should if they can.
  • Don't waste a ton of time chasing down Purple Oni Archers. If you can't stunlock them and kill them quick / have people with you, or can't ult them, focus on the enemies around you first.
  • Non-purple Oni Archers can be assassinated from full health with sufficient Stealth Attack Damage. Assassins, get 'em. Purple Oni Archers, if possible, should be Poisoned/Weakened from afar so that when you arrive you can kill them easily, unless you have a stun available.
  • Brutes can be used to farm resolve if you have Moon or Wind Stance. Well, most enemies can really. You can spam kicks on them to gain resolve. It's not necessary, but it's a nice little tip if you only have 1 enemy left.
  • Any bear waves you should be utilizing your blessings. Summon Dogs/Bears/Ignite Fire. Besides that, ulting them down quickly is recommended. As is some form of stun. If you do a single dodge to their first red attack and then another single dodge for their second red attack, you can get in about 3-4 normal attacks before needing to dodge again. If you frantically roll away you're only able to get 1 hit.
  • A single dog can be comboed to death if you start before he attempts to attack you. Roll away otherwise if you're surrounded or at risk after 2-3 hits.
  • Pay attention to dead bodies on rounds with Toxic Mist, Explosion, or Flash Bombs.
List of Legendaries: I'll simply split them into 3 categories. Gamechangers. Good/Useable. Bad. Disclaimer: I don't like the charms. I believe the class-specific charms are better in all instances, but I will still include the legendaries in this list.
  • Spirit Kunai: Roll Melee Damage+12 & Damage Increase+20 with Super Massive. Killing enemies with a single kunai lowers all CDs (including the kunai themselves, which are only 30s) by 15s. If you kill 2 enemies, your knives are instantly reset. This is the strongest legendary in the game IMO. Even discounting the CD reset potential, it's still a stun on a super low 30s CD. If you want to see it in action, I use it on both my Samurai and Assassin videos.
  • Stone-skipping Bow: This makes Hunters a terrifying force to be reckoned with. Watch them ult a wave at spawn and see the enemies just poof out of existence. It's so strong it's practically required for the best Hunter builds.
  • Forbidden Medicine: This gives Ronin heals on all of their bombs. A single heal is not strong, but is noticeable. Getting hit by 3+ bombs will heal maybe half your HP, which can happen often if you fight in large clusters of enemies. This also makes any Toxic stage almost ridiculously easy, which is good because a lot of teams lose on those stages.
  • The 5 legendary swords: I'll get these out of the way together. All of them are good, but none of them are amazing. All of their bonuses are not strong enough to be gamechanging (Ex: a 50% chance to do double damage instead of 20% would be a massive difference). Water stance is also so strong that it can be used on any enemy in the game, with ghost tools/teamwork quickly downing non-purple Oni spear enemies, so Master Katana isn't as necessary there. I've seen some Ronin use the Stone Striker with Water Stance because it gives them a damage option for Resolve. It's not a bad idea when you have 4-5 resolve, but I personally don't go for it. Demon Cutter (moon) seems used by almost nobody and could be considered bad. Wind > Stone (For Heavenly Strike) > Master > Moon (Samurai w/ Lifesteal) > Water > Moon (non-Samurai) would be my recommendations for the legendary swords. With all having Water Stance, Moon having Moon Master for Samurai, and the Water sword whatever you want.
  • Last Breath: This charm prevents death once every 5 minutes and heals you for 50 HP. It's a nice crutch, but there's unfortunately no notification as to when it's ready. Also, as you become a better player, this becomes less and less useful. It's mainly used by lone Ronins since their death can very quickly end a NM survival run.
  • Shogun's Fortitude: Grants Immunity to Flash and Poison effects. It's an underrated passive but neuters some waves entirely.
  • Enjo's Remorse: Deals 15%+ bonus damage when at full health. Unless you're a samurai or a Ronin throwing heal bombs at your feet often, you can very easily get chipped by a single fire damage tick, an enemy concussion bomb, your own Ronin's fire bomb, etc. It's not that great, but it can be used. Surprisingly, this is a pretty powerful charm vs. Raid Ch 3 (Please don't discuss why as I'm not trying to spoil it for anyone).
  • Lady Sanjo's Surprise: A dirt throw that also has a 15% chance to cause hallucinate. It's on a 40s CD, and every once in awhile this can disrupt an entire wave for you, having them fight each other and giving you an easier opportunity.
  • Kenji's Shared Brew: Nearby allies also get healed. Most people who use Gourds will have either Strong Brew (heal 37 HP instead of 25) or Sudden Resolve. It's not bad to have an emergency heal when you're all low dealing with a boss wave together.
  • Demon Seeds: Applies Weaken to affected enemies. I'm not a fan of the Caltrops personally. I think they're the weakest of the 3 Ghost2's. Demon Seeds with Deep Bags rolled onto it can hit a couple of people. Rolling Cooldown & Cooldown on Kill means you can weaken a lot of enemies over the course of your run.
  • The Mist of Yagata: Heals allies in the smoke. I would not recommend this legendary, but it's not worthless if this is one of your only legendaries. Assassin's utilize Smoke Bombs more than any other class, and should have Lucky and one form of Cooldown reduction on it. Note, it's a very slow heal.
  • The Weightless Spirit: Arrows don't descend. It's something. It gives Short Bows more range...but that's it. Until you get your Stone-skipping bow it's okay. Non-Hunters shouldn't even look at this thing otherwise.
  • The Touch of Heaven: Heals allies caught in the blast. Sticky Bombs are mainly used to stun enemies so you can combo them to death. Like the Mist, I'd say it's a "use it if it's your only option", but this is not worthy of being the focus of someones build.
  • Sacred Iron: Enemies that deal Melee damage to you have Weaken applied to them. Considering that melee hits in general do 25+ health to you, you're not actively trying to get hit. Weaken is also not some super amazing debuff. It's +-25% Damage dealt/received. It's nice, but not insane. There are better ways to apply Weaken.
  • Heaven's Sting: Darts have a 20% chance to kill non-oni targets. Human targets are not the issue. This is bad.
Benkei's Last Stand tier: This gets it's own special section.
  • Benkei's Last Stand: 15% chance to ignore arrow damage. No.
  • Stealth Attack Damage. This will dramatically increase your damage. This can be rolled on Blowdarts, certain charms, and Smoke Bombs for a max of +75% (realistically 60-70%). After this roll Cooldown/Ability Cooldown reduction, Melee Damage, Oni Damage, or Status effect duration (Hallucinate). I am unsure if Melee Damage affects assassinations though I believe they do, as Samurai's Lifesteal ability (which only activates doing melee damage) activates when you assassinate enemies.
  • Hallucination: Hallucination darts can be a major perk on your Blowdarts. Using a single dart on the second or third spawn point lets the entire enemy wave fight each other, buying time for your team to catch up on killing the first wave.
  • Assassin's Charm: You can roll Hysteria (assassins hallucinate enemies) or Chain Vanish (Killing an enemy under Vanish re-activates it). Hysteria allows you to laugh if you solo a camp, or hallucinate an entire wave at spawn. Chain Vanish re-active Vanish for all allies if you use Group Vanish (which you should), so it has bonuses as well. Especially if you have multiple assassins.
  • DO NOT USE FIRE DAMAGE. You can’t assassinate burning targets. This will mess up a large chunk of your damage, ruin your vanishes, and probably kill you. Take note of what allies are using fire damage and how (what abilities are proccing it).
  • Assassinating outside of camps: If you are Vanished/Under a smoke bomb and assassinate an enemy and Hwacha's target you immediately, you can roll out safely if you have quick assassinations. Critical Strikes will still get you killed.
  • Resurrecting allies: Though week 3 has ended and this is now less important, Assassin's can safely res allies using Vanish and Smoke Bombs. This is especially important if an ally is close to dying permanently or a Ronin is far out and dead. Other players DO NOT RUN TO AN INVISIBLE ASSASSIN RESSING OUT THE CIRCLE. The Hwachas and enemies won't target them, but will hit them if it tries to attack you and you're too close.
  • Legendary: I used to use the Master Katana, but now run the Spirit Kunai. Assassinations are what we are supposed to do, and Vanish/Smoke Bombs are what let that happen. Masamune's Edge (wind Katana) is also a decent choice for the 20% double melee damage, along with the Mist of Yagata as a last resort.
  • Techniques: Group Vanish and Perks 1,1,1/2 are imo the best skills. More assassination damage, faster assassinations, and more ult damage. Chain Vanish instead of 5 hits on your ult is also good, and I've actually decided to use it instead of the 5-hit ult. Group Vanish is on a significantly shorter CD than Toxic Vanish, and helps your allies. It's really no contest between them.
  • Bomb Pack - Assassin unlock: You can take Bomb Packs as an assassin. This gives you some AoE damage/minor stuns + major resolve generation like Ronins, but removes your hallucination darts and more importantly a potential 25% stealth attack damage. This gets your ult up more.
  • Ultimate Priority: Ult the Tengus, Bears. Teleporting bow onis, towards a second or third point, or the tanky spear onis. Prioritize it as such. You can also ult to a faraway camp to start it off, finish the ult, then start smoke/vanish assassinating. You can also activate your ult mid-air so that you don't have to stop for a second. If you think you might die at the end of your ult due to Hwacha spam...wait. You don't have to spam your 3-5 strikes, you have time. Also note that only the 5-strike ult has that little delay at the end. The 3-strike ult allows you to move almost immediately.
  • Ghost Tools: Smoke Bombs are the obvious choice for Assassins, use Lucky as your Major Perk. For Ghost 1 all 3 tools work. I used to use Sticky Bombs but have now settled on the Spirit Kunai (Melee DMG, DMG Inc, Super Massive).
  • You’re expected to be a healer, especially if you run solo and are the only Ronin in your group. However, there is a lot you are able to do and you need to make choices, and more importantly, stay alive.
  • Ronin Charm: There are several very powerful minor perks, Healing Pot Radius + 50-100% and Duration +20-40%, or Healing Spirit Radius + 50-100%. I actually have 2 charms, 1 specced for Incense and 1 specced for healing dog. Get those and/or Ability CD (especially for the dog). As for major perks aim for Resolve+1, or the perk that grants a Healing Aura to your Summoned Dog. You can also get the perk that turns the Dog into the Spirit Bear and stuns the hell out of a few enemies, but I personally wouldn’t recommend this without a second Ronin healing. If you choose to take the Last Breath, roll Resolve Gain, and choose whether you want Fire Damage, Status Duration Up, or Ability Cooldown.
  • Causing major damage to the first spawn any wave: If your ranged inventory is full you are able to spam your bombs as the first few enemies are coming in and kill/severely damage a lot of them. This allows you and your team to quickly finish the wave and move on to the next camp. You decide whether you believe this is the best course of action because...
  • Resolve Generation: Your Ranged Bombs are your best bet for Resolve generation. Use them if you need Resolve quickly. This is also why having extra max Resolve is useful.
  • Techniques: Healing Incense, 1/3-2-1 is the best build imo. Lower CD on heals, your clutch ult will bring every1 back to full, and you can have potentially 5 Resolve, meaning you’re close to a reserve ult if necessary (trust me, it will be necessary many times). The dog is bad unless you have the healing aura charm. Even with the healing aura I still choose incense now. The incense on a 42s vs. 65s. CD, a massive difference. Taking the dog also means you can only have 4 Resolve instead of 5. The dog's heal lasts longer, but heals significantly less per second. It also moves very unpredictably, often moving away from you or your allies that need heals. The dog is great with a second Ronin however.
  • Enhanced Ghost Weapons Technique: This does work for the Bomb Pack.
  • Legendary: Forbidden Medicine is my legendary of choice. If you or another ally purchases Refill Ammo every couple rounds, this is a big saver. You can disrupt crowds easily, stop crows/bears/teleporters, heal people, and neuter poison waves. I personally choose Blackfire bombs as my perk. You can also take Last Breath, as every 5min it can revive you. This is very useful for a solo Ronin since your revival ultimate is the most important, and you can potentially get 12-16 uses in a run. Spirit Kunai also works on Ronin, allowing spammable incense or your dog to almost always be up with enough Ability CD. Like I mentioned earlier, I've seen some Ronin take Stone Striker with Water Stance to have Heavenly Strike. An offensive use of their extra Resolve.
  • Ghost Weapons: I take Sticky Bombs with Lucky, and Smoke Bombs with Lucky. Both of these serve primarily to disrupt enemies, give me a chance to Res allies without ulting, and get some breathing room. You can also roll Munitions on your Smoke Bomb and it might help a bit with ammo costs. If you use the Gourd you are able to roll Injured Resolve Gain, and either Cooldown or Damage Reduction.
  • Try not to fight alone, but it's not terrible if you do. Your heal is somewhat wasted if you fight alone. However, if you're alone dealing with an entire spawn, your other members can (hopefully) quickly clear their spawn and come to you. Being alone allows you bomb the crowd and gain massive Resolve, allowing for constant map-wide heals or burn damage. Contrary to popular belief, you should NOT be the one running out to revive a far away person. You need to get your resolve up as fast possible just in case. Try to always be in combat.
  • Legendary: GET THE STONE-SKIPPING BOW. It’s a Longbow that completely changes the game for Hunters. There is no contest here, and it’s kind of annoying how necessary this is to bring out a Hunters true power. Headshot Refund is a very powerful perk for this bow, but is not necessary if you can manage your ammo supplies properly. Unlike other classes you really are stuck with this Legendary. Nothing else works as well, and unfortunately your 3rd perks are too strong to really choose to the +1 Legendary items.
  • Techniques: Stagger or Explosive Arrow, and 1/3-3/2-1/2 are the best imo. A lot of Hunter techniques are useful. Cause of the hwacha spam, you will be close the enemies often, enough for the 12m headshot damage proc. The class ability reduction is of course always nice. Resupply is not necessary if you used Headshot Refund, especially if your allies are buying Refill Ammo, and considering how strong your ult is you don't want to waste Resolve. Stagger arrow can grant more opportunities for Headshots. 50% chance of body shots becoming headshots vs. 5 hits on your ult...it's a tough choice tbh. I like the 50% chance but that ult + the longbow is insane.
  • Hunters Charm: Either Foul Arrows (headshots apply weaken) or Blessed arrows (heal nearby allies when headshotting, the circle applies around the headshotted enemy) are what you want.. Pick your preference. I personally would go with Foul Arrows, since with your Technique perk and the Legendary Longbow it should proc often.
  • Roll Ranged Damage, Headshot damage or Draw Speed as much as you can. Do more damage while staying mobile. You can also roll Fire Damage / Status Effect Damage or Duration for Fire & Explosive Arrows.
  • Ghost Weapons: Again, I personally would take the Sticky Bomb/Smoke Bomb. Roll Lucky (both), Munitions (Ghost 2) or Fire (Ghost 1). The Smoke Bomb is your chance to line up some headshots. Use it. Or res a downed ally.
  • Ultimate Priority: Like the assassins, Tengus, bears, bow teleporters, etc. Ulting the first spawn at their spawnpoint is very useful.
  • If you can start every wave with an ult at the first spawn, you make the entire match so much easier. Especially with Foul Arrows. All those weakened enemies really help your team out.
  • Legendary: Like Assassin I used to use the Master Katana but now use Spirit Kunai. It's ridiculous how powerful this thing is with Samurai. You have almost unlimited sustain. Note: You must wait until your Siphon pull/Explosive Blade de-activates before the Spirit Kunai can refund your CD. Other options are the Master Katana, Masamune's Edge (wind), Demon Cutter? (moon, it helps with your lifesteal if you use Explosive Blade and just spin-to-win, though I'd just stick with a standard Water or Moon Katana), or Kenji's Gourd.
  • Samurai Charm: Get the Blessed Strikes Major Perk. This gives you life steal (drain HP when doing melee damage) during either of your class abilities. This is very important, as there may be times you need to solo a point. Your Ronin can’t always heal you, and sustainability is important.
  • Techniques: Both class abilities are good if you have the Samurai Charm, otherwise just use Siphon’s Pull. Take 1/3-3-2. You want your life drain/explosion up as much as possible with the Ability CD, but the +25% HP is a nice cushion too. Extra Resolve in the tank is good for emergency situations requiring Burst damage, getting you closer to Hachiman's Fury quicker. 5-hit Hachiman's Fury is very useful. The melee passive is not very efficient. Explosive Blades stuns most enemies even through guard, allowing you to pummel them. You can almost always be on the offensive with this technique.
  • Ghost Weapons: Either the Spirit Kunai, or Dirt Throw/Legendary Dirt Throw if you don't have it, and either the Healing Gourd (rolled with Cooldown and either Injured Resolve Gain or Damage Reduction, and stronger heals) for Ghost 2 or Smoke Bomb to res allies.
  • Roll Ability Cooldown Reduction first, then Melee Damage.
  • Like the Hunter, you can meet the first spawn and immediately Explosive Blade + Ult and do heavy damage. Fight the rest, healing to full and when it drops, use your Spirit Kunai to get it almost ready again. Your gourd is for emergencies, when you can't lifesteal and are below 50%. You can hold a point solo for a long time with your massive sustain.
Videos: These are all clears with full random parties (except the Hunter clear, I stayed with the Samurai party) with no zones lost. The Assassin and Ronin videos start off near the start of the first Wave, as they lasted about 1hr 2 min and PS4's auto capture only lasts an hour max.
Assassin (251/674 kills, 6/31 Res, 3/31 deaths: https://youtu.be/4FGXXSQFets This showcases Week 4 (the current Survival as of Nov 7.)
  • Build Stat Totals: Stealth Attack Damage+73.5%, Melee Damage + 23.6%, Ability CD + 7.6%, Hysteria, Status Effect Duration +10.9%, Ghost Weapon Damage+20%, All Ghost Weapon CD reduction on Kill+1s, Smoke Bomb CD Reduction on Kill + 3.6s. Group Vanish and 1-1-1 perks.
Ronin: (154/660 kills, 13/21 Res, 2/21 deaths): https://youtu.be/L2R19RbZEZc It's not a great showcase since the other Ronin spammed his ult alot, but it's the one I recorded.
  • Build Stat Totals: Melee Damage + 11.6%, Ability CD + 22.6%, Melee Stagger Damage + 12%, Blast Radius + 47.6% (Bomb Pack & Sticky Bomb), Healing Incense Radius & Duration + 80.2% & 36.6%, Resolve+2, Ghost 1 CD + 10.4%, Stealth Attack Damage + 24.1%, Ghost 2 CD reduction on Kill + 3.6s. Healing Incense and 3-2-1 perks.
Samurai (308/667 kills, 2/30 Res, 4/30 deaths): https://youtu.be/ckRNysqByT4 From what I remember the first 2 waves were sloppy then it was just a constant kill fest from there.
  • Build Stat Totals: Melee Damage + 29.7%, Explosive Blade Radius + 93%, Ghost Weapon Damage + 20%, Ability CD + 22.6%, Blessed Strikes, Ghost 2 CD Reduction + 14.9%, Injured Resolve Gain + 22.3%. Explosive Blades and 3-3-2 perks.
Hunter (294/670 kills, 1/32 Res, 0/32 deaths): https://youtu.be/185ulkan5ZY Somehow didn't die once in this run. Keep in mind that this only has the 3-shot ult instead of 5. There's significant room for improvement.
  • Build Stat Totals: Headshot Damage + 18.7%, Ranged Damage + 12%, Hunter Ability Radius + 62.2%, Foul Arrows, Melee Damage + 11.6%, Ability CD+7.6%, Blas Radius + 22.6%, Ghost 1 CD Reduction + 10.6%, Stealth Attack Damage + 24.1%, Ghost 2 CD Reduction on Kill + 3.6s. Explosive Arrow and 1-3-1 perks.
submitted by Dr_Doctore to ghostoftsushima