Blade Fury Assassin (Bladesin) Build Skills for Diablo 2 Resurrected
This page shows the recommended skill point progression and priority for the Bladesin. Note that the following list refers to the total number of skill points, not the character level, to best account for the 12 bonus skill points granted by quests.
Bladesin Skill Build
- 1 point to all prerequisites
- 20 points to Blade Fury — Main damage skill, required
- 20 points to Blade Sentinel — Synergy and Damage, required
- 20 points to Blade Shield — Synergy and Damage, required
- 20 points to Venom — Increases overall damage, required
- 1 point to Mind Blast — Conversion and crowd control, required
- 1 point to Cloak of Shadows — crowd control, required
- 1+ points to Fade — Increased Resistances and Physical damage reduction, required
- 20 points to Death Sentry — Useful for blowing up dead corpses and dealing area of effect damage, required
Select Bladesin Skill Discussion
The Bladesin, also sometimes called the Furysin or the Ninja, utilises Blade Fury as her main skill.
The Bladesin has improved greatly in 2.4 and while still a bit gear dependent, she has moved up to an A or B class build now.
Blade Fury has an inherent 3/4 Damage penalty. This applies to the final total Physical damage you do. The best way to increase the damage of Blade Fury is with % Enhanced Damage, especially on the weapon. If dual-wielding, only the damage modifiers of the main hand weapon are applied (usually the glove-side claw). Additionally, Blade Fury does not consume weapon durability, so it can be used with ethereal weapons without risk of breaking (be aware, however that using Blade Shield DOES consume weapon durability).
The Attack Rating bonus of Claw Mastery does not apply to Blade Fury. Damage+, Chance to Cast On Attack, and Pierce also do not work with it.
Blade Fury has a constant animation time, and so it cannot be sped up. It has a 6 frame animation wind up, and then Fires one star every 6 frames. To maximise time efficiency, since Blade Fury does not pierce, it is better to either aim indirectly at a monster or aim at the last monster in a line of monsters, so that the animation does not end and then start again at the death of each monster. Shift can also be held to shoot without a target. Since Blade Fury is considered an attack, Cannot Be Frozen modifier is a must-have to maintain a quick animation. Knockback is an extremely useful modifier to have for a Bladesin for safety, although it is not a necessity if you do enough damage or kite well.
You will want to use Cloak of Shadows and Burst of Speed to reposition often and kite monsters. If there are too many monsters to kite, using Mind Blast to convert monsters as a distraction is also very useful. Blade Fury has a reasonable range and so can be used from a pretty safe distance. It does not deal much damage however. On top of % Enhanced Damage, you will want to look for supplemental damage in the form of Open Wounds, Crushing Blow (halved effectiveness at range), Deadly Strike, and Chance to Cast On Striking attributes.
Bladesin Stats Discussion
The following section discusses how many attribute points should be allocated to each of the primary stats.
How much Strength Does a Bladesin Need?
Enough for gear — For a Bladesin using a Spirit Monarch, this will be 156 Strength as that is usually the highest Strength requirement for commonly used gear. If choosing to use another shield or claws with lower Strength requirements, then just adjust your Strength to that value. This number always changes based on the gear you are using, though, so make sure to always double check the requirements for each piece of gear you have as well as how much Strength each piece will provide once equipped.
How much Dexterity Does a Bladesin Need?
Enough for gear, which should be around 150. Dexterity is also great for increasing your Block Chance, but if you are not planning on maxing it out completely, Dexterity is not worth investing into over Vitality; its return for Attack Rating and Defense are insignificant at best.
How much Vitality Does a Bladesin Need?
Everything else into Vitality; 250+ points. Every excess attribute point should be allocated to Vitality, as long as you can meet the Strength and Dexterity requirements of your items by the time you wish to equip them. Not only does this increase your Life total, but this also increases the chance for Healing Potions to crit, doubling their healing output. Further, additional Life reduces the chance that you will be put into hit recovery.
How much Energy Does a Bladesin Need?
Nothing. Allocating attribute points to Energy in a final build is universally considered sub-par for almost every character due to the widespread availability of Mana Potions. While leveling, if you find yourself struggling with Mana you can allocate a few points to Energy that you can then remove with a respec later on.
Changelog
- 28 Apr. 2022: Updated for Patch 2.4.
- 31 Aug. 2021: Page added.
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