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Aug 6 2009 08:39am


The Barbarian:

The Barbarian uses Swords, Clubs, Axes, Warhammers, Battleaxes, and Polearms. They use all armor and charm types.

Starting Attributes:

Strength: 60
Dexterity: 25
Intelligence: 5
Vitality: 60

The Traditional Barbarian:

The traditional barbarian is a standard concept of building for most Melee Characters. Most players use a Strength or Dexterity heavy armor and charms. Dexterity increases your chance to critical hit, and damage dealt when you critical hit. It also reduces damage when enemies critical hit you. Strength is used for increasing weapon damage. In general, you do not want to exceed 120 dexterity and all other stat points go in to strength. The weapon of choice is preferential, usually Swords, Clubs, and Axes with Enhanced Effect.

The Meat Shield Barbarian:

The Meat Shield Barbarian has massive amounts of life and high defense. Place the first stat points into vitality until 75 or 100. They also use Enhanced Effect armors, preferably plate mail or chain mails. The Meat Shield Barbarian also has 100-130 dexterity for the defensive gains. Any additional stats should go to strength. The weapon of choice is preferential, usually Swords, Clubs, and Axes with Enhanced Effect.

The Beast Barbarian:

The Beast Barbarian has massive amounts of damage. All stat points go to strength as well as using strength armors, preferably plate mail or chain mails and strength charms. The Beast Barbarian has a very high average damage, low critical strike. The weapon of choice is preferential, usually Swords, Clubs, and Axes with Enhanced Effect.

Key Points:

The first 3 classes, Barbarian, Samurai, Paladin have the ability to share all of the items in common when using swords.
Dexterity items are generally cheaper to buy than strength items.
If you buy strength items, buy strength charms, as most classes can use them, unlike heavy armors, which are used by only the first 3 classes.
It is recommended to focus on 2 item sets. Swords + Staff (excluding warlock and headhunter), Axes + Daggers (excluding Warlock), Daggers + Clubs (excluding Warlock and Headhunter)


*This guide was created through the input of fellow Ladder Slasher players and are not to be taken as absolutes. These are merely a stepping stone in your path to perfecting your own build or building upon the ones in this guide.

**This guide is based around ideals for softcore ladder slasher.
Member
Posts: 18,697
Joined: Jul 5 2007
Gold: 1,400.00
Aug 23 2009 07:24am



The Rogue:

The Rogue uses Swords, Daggers, Staffs, Clubs, Axes, and Spears additionally they use Robe, Padded Robe, Leather Armor, and Scale Armors and all charm types.

Starting Attributes:

Strength: 30
Dexterity: 60
Intelligence: 25
Vitality: 35

The Melee Rogue:

The Melee Rogue is standard concept of building for most Melee Characters. Most players use a Strength or Dexterity armor and charm. Dexterity increases your chance to critical hit, and damage dealt when you critical hit. It also reduces damage when enemies critical hit you. Strength is used for increasing weapon damage. In general, you do not want to exceed 120 dexterity and all other stat points go in to strength. The weapon of choice is preferential, between Swords, Daggers, Staffs, Clubs, Axes, and Spears with Enhanced Effect.

The Offensive Caster Rogue:

The Offensive Caster Rogue is an unique build which utilizes charms to attack. Most players start by putting every stat point in to intelligence, some variations may include adding vitality for your first 10 stat placements. Rogues can use a wide array of items, in general, the weapon and armor should have Intelligence, other highly useful modifiers may include Max Mana, Mana Per Attack, Mana Per Kill and Heal Mastery. The most effective way to use an Offensive Rogue Caster is to put an Enhanced Effect charm to the primary slot and an Enhance Effect healing charm to the accessory slot. The charms are preferential.

The Defensive Caster Rogue:

The Defensive Caster Rogue is an unique build which focuses around healing. Most players add all stat points in to intelligence. The Defensive Caster Rogue generally uses Heal Mastery items, other highly useful modifiers include Max Mana, Mana Per Attack, Mana Per Kill and Intelligence. Rogues can use a wide array of items, in general, the weapon and armor should have Heal Mastery, additionally, the charm in the primary slot can have heal mastery as well, while using an Enhanced Effect charm in the accessory slot. The charms are preferential.

The Hybrid Rogue:

The Hybrid Rogue is one of the most versatile builds in ladder slasher. There are 2 variations which are highly effective. The first build, place your first stats in to intelligence until 60-80 Intelligence is reached. The dexterity should be between 100-120 and everything else in to strength. The second variation, you add all stat points in to Intelligence and rely on your items to provide all of the strength and dexterity. This build provides additional versatility if you choose to Caster at higher levels. Both variations are ideally the same in terms of items. Most players uses an Enhanced Effect weapon, strength and dexterity armor and charms and an Enhanced Effect healing charm in the accessory slot. Some modifiers which can be extremely useful include Heal Mastery, Intelligence, and Max Mana as secondary modifiers. Additionally, in more advanced set ups, you may use your healing charm in the primary slot. The weapons and charms are preferential.

Key Points:

Most people use Enhance Effect weapons for levels 1-20 while playing any form of Caster Rogue.
The Offensive Caster Rogue is best suited in Arena.
The Defensive Caster Rogue is best suited in Catacombs.
Rogues have low defense due to their armor restrictions.
Mana Regeneration items are essential for Casting Rogues.
Rogues can use medium armors, leather and scales. These are extremely inexpensive however, less versatile compared to other armor types, such as robes.
Rogues are the only starting class which can detect trap doors in the Catacombs.
It is recommended to focus on 2 item sets. Swords + Staff (excluding Warlock and Headhunter), Axes + Daggers (excluding Warlock), Daggers + Clubs (excluding Warlock and Headhunter)

*This guide was created through the input of fellow Ladder Slasher players and are not to be taken as absolutes. These are merely a stepping stone in your path to perfecting your own build or building upon the ones in this guide.

**This guide is based around ideals for softcore ladder slasher.


This post was edited by przy on Aug 23 2009 07:33am
Member
Posts: 18,697
Joined: Jul 5 2007
Gold: 1,400.00
Sep 18 2009 12:10pm



The Magician:

The Magician uses Staffs and Daggers, along with Robes and all charm types.

Starting Attributes:

Strength: 20
Dexterity: 50
Intelligence: 60
Vitality: 20

The Offensive Caster Magician:

The Offensive Caster Magician utilizes charms to attack. There are several variations on how to start. For new players, it is highly recommended to add your first 10 stats in to Vitality, other options may be 5 to Vitality and 5 to Intelligence or all 10 stats in to Intelligence.

For the lower levels, there are several approaches to starting. If casting, you should try to find items with Maximum Mana, Mana Per Kill, and Mana Per Attack. These items are generally effective until level 15 or 20. Another alternative is to Melee until level 15 or 20 until your mana pool is sufficient enough to cast entirely. The Magician items are very basic. You should try to find items with Intelligence as the primary modifier. Other helpful modifiers may include Heal Mastery, Mana Syphon, Mana Per Attack, Mana Per Kill, Experience Gain, Magic luck, and Dexterity.

The most effective way to use an Offensive Caster Magician is by using an Enhanced Effect charm in the primary slot and an Enhanced Effect healing charm in the accessory slot. The charm types are preferential.


The Defensive Caster Magician:

The Defensive Caster Magician is one of the most desirable classes because it focuses around healing. The primary function of a Defensive Caster Magician is to be the lifeline for other players in the Catacombs. There are several variations on how to start.

For new players, it is highly recommended to add your first 10 stats in to Vitality, other options may be 5 to Vitality and 5 to Intelligence or all 10 stats in to Intelligence. When starting you will still need to begin your level up. If casting, you should try to find items with Maximum Mana, Mana Per Kill, and Mana Per Attack. These items are generally effective until level 15 or 20. Another alternative is to Melee until level 15 or 20 until your mana pool is sufficient enough to cast entirely.

Once at a satisfactory level you need to switch your items to the healing gear. The gear is primarily focused around Heal Mastery. Additional modifiers which may be helpful include Intelligence, Mana Syphon, Mana Per Attack, Mana Per Kill, Experience Gain, Magic luck, and Dexterity. Additionally, the charm in the primary slot can have heal mastery as well, while using an Enhanced Effect charm in the accessory slot. The charm types are preferential.


Key Points:

Most people use Enhance Effect weapons for levels 1-20 while playing any form of melee. Daggers are recommended for this because Samurai, Monk and Ninja can use them in the future.
The Offensive Caster Magician is best suited for the Arena.
Currently, offensive casting in the catacombs is frowned upon.
Mana Regeneration items are very useful for Offensive Casting.
The Defensive Caster Magician is best suited for the Catacombs.
Magicians must go to the BACK of the group because they have low defense and health!
Casting Magicians have limited item usage. Staffs are preferred because Warlock can use them. However, Daggers are much less expensive.



*This guide was created through the input of fellow Ladder Slasher players and are not to be taken as absolutes. These are merely a stepping stone in your path to perfecting your own build or building upon the ones in this guide.

**This guide is based around ideals for softcore ladder slasher.


This post was edited by przy on Sep 18 2009 12:32pm
Member
Posts: 18,697
Joined: Jul 5 2007
Gold: 1,400.00
Oct 18 2009 08:12am


The Guardian:

The Guardian uses Clubs, Longswords, Warhammers, Battleaxes, Spears, and Polearms additionally they use Chain Mails and Plate Mails for armor and only Wild heal, Heal and Focus Heal for charms.

Starting Attributes:

Strength: 30
Dexterity: 10
Intelligence: 55
Vitality: 55

Pure Healer Guardian:

The Pure Healer Guardian is the superstar of catacombs. Most players prefer to put the first 10 stat points in to Intelligence, other variations may include 5 Vitality and 5 Intelligence. Many players prefer to use Heal Mastery items for the weapon, armor, and charm. Some variations may include balancing between Heal Mastery and Intelligence. Heal Mastery amplifies the effect of the equipped healing charm by the percentage shown. Intelligence increases the physical amount of heal shown and also provides defense against casting mobs. Other complimentary modifiers include, Mana Syphon, Max Mana, Dexterity, and Mana Per Attack. The Guardian's items are very limited, most commonly to Clubs. Armor type is preferential between Chain Mail and Plate Mail, however, Plate Mails provides a higher base defense. Additionally, a Heal Mastery or Intelligence charm should be equipped to the primary slot while a healing charm should be equipped to the accessory slot. The charm type is preferential.

Tank Healer Guardian:

The Tank Healer Guardian is an unique mix of a lot of defense and the ability to consistently heal. When starting, the first 10 stat points go to Intelligence, additional stat points go to Intelligence until 75-100 Intelligence then all others to Dexterity. The weapon is usually Heal Mastery or Intelligence, the armor should have Enhanced Effect with possible modifiers such as Dexterity, Intelligence, or Heal Mastery. Dexterity provides defense against mob critical strike. Intelligence gives defense again mob caster attacks and Enhanced Effect gives defense against mob melee attacks. Also, equipping a Heal Mastery or Intelligence charm to the primary slot and a healing charm to the accessory slot. The charm type is preferential.

Hybrid Guardian:

The Hybrid Guardian is one of the most expensive and rewarding characters to build. Most players put the 10 starting stats in to Intelligence until 75-100 Intelligence. The additional stat placements go in to Strength or Dexterity depending the items being used. Typically, a Hybrid Guardian should achieve between 75-110 Dexterity and the rest strength. Hybrid Guardians use Enhanced Effect weapons, Dexterity or Strength armor and charm and a healing charm in the accessory slot. Additional useful modifiers may include Intelligence, Heal Mastery, Mana Syphon, Mana Per Attack, and Mana Per Kill. The weapon type is preferential but Clubs are the most common. Armor and Charm type is preferential.


Key Points:

The Guardian Class is one of the most restricted characters in terms of item usage and have very little useful carry over to the unlocked classes.
Healing Guardians have no ability to climb in the Arena. It is advisable to use an Enhanced Effect weapon for up to level 20 to play in the Arena.
Tank Healer Guardians typically have a lower healing ability compared to a Pure Healer however have a very significant defensive advantage.
Hybrid Guardians are extremely expensive because of the combination of modifiers preferred on the items.
Healing Guardian items are typically the least expensive out of all classes because of how infrequently they are used.


*This guide was created through the input of fellow Ladder Slasher players and are not to be taken as absolutes. These are merely a stepping stone in your path to perfecting your own build or building upon the ones in this guide.

**This guide is based around ideals for softcore ladder slasher.


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