The Assassin’s leveling build concentrates on fire damage traps and we can commence using the build immediately. Our main spell would be the Wake of Firetrap (offered at Level 12), however, this receives bonus damage from Fire Blast which is available from Level 2 onwards. Fire Blast deals through the roof early game damage and we can place our points here minus 2 that ought to be saved for Claw Mastery and Burst of Speed at Level 6. Wake of Fire is offered at Level 12 and it is a huge power spike when available, when you reach this it's also wise to have 9 points in Fire Blast that will also deal enough damage. Place all your available points into Wake of Fire from here onwards because this will be our main damage dealer. This build is extremely smooth and one of the fastest methods to progress with the game with any character. The mechanic of traps implies that they auto-target and deal harm to enemies, therefore we can lay traps and continue running with the game because they lay waste to monsters behind us. The damage in the traps scales very well all the way through Normal difficulty and areas of Nightmare.

For your stat points, the overall rule would be to put enough points into Strength and Dexterity for that equipment you should utilize then spend the remaining into Vitality.

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In Act 1 where to gain early experience is incorporated in the Forgotten Tower underneath the Black Marsh. Each level within the tower has a minimum of 1 Champion or Elite pack, which means you will find a least 5 packs, and also the Countess herself on level 5 which makes it very efficient. Killing the Countess also provides us with early rune drops there are some quite strong low-level Runewords that people can target for that Assassin. You will have to farm Countess before you find a Tal as well as an Eth rune to create the Runeword “Stealth” (Tal Eth) inside a 2-socketed armor (you will discover one of these while you play, and when you don’t Charsi sells them). The Faster Cast Rate from “Stealth” doesn’t affect your trap laying speed (this really is controlled by Attack Speed) nevertheless the Faster Run Walk is a superb utility stat, coupled with Burst of Speed which lets you kite enemies very effectively. I would also recommend farming a Tir along with a Ral rune to create “Leaf” inside a 2 socketed Staff (any staff is going to do this, this can either drop moving toward Countess or you can obtain Akara). “Leaf” appears like a Sorceress Runeword, nevertheless the +3 to Fire Skills is generic and pertains to our Fire traps which is a huge boost so early in the game.

When you fight Andariel in Act 1 drink 5-6 Antidote potions before engaging, these give a passive boost to your poison resistance. Similarly, when fighting Duriel in Act 2 drink 5-6 Thawing potions that have the same effect on your cold resistance. Continue working your way with the game using the above build and you'll have an easy run throughout Normal difficulty. In Act 4 you will come across the Grand Vizier of Chaos within the Chaos Sanctuary who's immune to fire, to kill you will have to purchase an Act 2 Mercenary and equip him having a high-damage Polearm purchased in Act 4. More experienced players should purchase a staff with Teleport charges from Ormus in Act 3 (you will probably need to reset his items by moving in and on vacation, however, this will not take a lot more than 15 minutes) and also have this in your item swap to allow for quick progression with the game.