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Member
Posts: 23,419
Joined: Sep 12 2008
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Apr 7 2010 04:41am
Quote (Shang_Tsung @ Apr 6 2010 11:55pm)
aggiornate

grazie mille michi


Mystical wild heal VI
Level Req: 15
Heals: 17 to 174
Mana Cost: 45

+88% Enhanced Effect
+2 Strength
+2 Vitality

15/25

Rare focused heal III
Heals: 36 to 43
Mana Cost: 21

+55% Enhanced Effect
+1 Mana Regen

1


Quote
Djin

Rare diamond plate mail
Level Req: 40
Physical Defense: 34 to 104
Magical Defense: 0 to 17

+67% Enhanced Effect
+387 Max Mana

400/450



^^



Member
Posts: 16,901
Joined: Jan 13 2007
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Apr 14 2010 07:33pm
ho iniziato (dopo tempo immemore di stop) LS, che carino che è diventato ma ho bisogno di alcune info:

1) a cosa serve pescare e cucinare?
2) a cosa servono glyphing, etc?
3) ho fatto un Guardian (mi ispirava l'aspetto XD), HC, sto al liv 11 e ho speso miseri 50 fg per prendere weapon,armor e charm heal appena decenti, i punti stats al Guardian a cosa devo metterli?
4) varie ed eventuali che vi vengono in mente!

grazie!!
Member
Posts: 23,419
Joined: Sep 12 2008
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Apr 14 2010 11:53pm
Quote (Repsol @ Apr 15 2010 02:33am)
ho iniziato (dopo tempo immemore di stop) LS, che carino che è diventato ma ho bisogno di alcune info:

1) a cosa serve pescare e cucinare?
2) a cosa servono glyphing, etc?
3) ho fatto un Guardian (mi ispirava l'aspetto XD), HC, sto al liv 11 e ho speso miseri 50 fg per prendere weapon,armor e charm heal appena decenti, i punti stats al Guardian a cosa devo metterli?
4) varie ed eventuali che vi vengono in mente!

grazie!!


1) http://forums.d2jsp.org/topic.php?t=31971461&f=272 --> pescare
1) a) http://forums.d2jsp.org/topic.php?t=37223966&f=272 --> suffusence
2) http://forums.d2jsp.org/topic.php?t=24087943&f=272 --> glyphing

3) 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.
Ricordati che giocando HC, qualcosa nelle stats cambia. Non posso aiutarti oltre, non conosco il pg e non gioco HC.

guardian --> http://forums.d2jsp.org/topic.php?t=19782009&f=272

Qui trovi tutto: http://forums.d2jsp.org/topic.php?t=18560908&f=272
Member
Posts: 301
Joined: Jan 13 2009
Gold: 20.26
Apr 17 2010 04:40am
Legendary splintered staff
damage: 5 to 13
+46 mana
+2% experience gained
+1 magic luck
+1 life regen
+1 to 1 life per attack
+1% physical dmg reduction
+1% glancing blow

quanto può valere?
Member
Posts: 23,419
Joined: Sep 12 2008
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Apr 17 2010 09:49am
Quote (Igneel @ Apr 17 2010 11:40am)
Legendary splintered staff
damage: 5 to 13
+46 mana
+2% experience gained
+1 magic luck
+1 life regen
+1 to 1 life per attack
+1% physical dmg reduction
+1% glancing blow

quanto può valere?


niente
Member
Posts: 8,319
Joined: Aug 3 2008
Gold: 745.00
Apr 18 2010 07:15am
Ma quando metto un items al mercato di valore maggiore di 20 fg, pago una perc di 1\20.
Se tolgo l'item quella percentuale mi ritorna?
Member
Posts: 16,901
Joined: Jan 13 2007
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Apr 18 2010 09:18am
Quote (thewor @ 18 Apr 2010 15:15)
Ma quando metto un items al mercato di valore maggiore di 20 fg, pago una perc di 1\20.
Se tolgo l'item quella percentuale mi ritorna?


no, quella è una tassa per vendere oggetti maggiori di 20 fg.
Member
Posts: 3,857
Joined: Oct 21 2009
Gold: 765.96
Apr 29 2010 08:49am
Legendary ice I,
Spell Damage: 5 to 6,
+2 Strength,
+4 Intelligence,
+1 Magic Luck,
+1 Extra Equipment Slots,
+1% Physical Damage Reduction,
+1% Magical Damage Reduction,
+1% Power Shot

vale qualcosa?
Member
Posts: 7,926
Joined: Nov 7 2008
Gold: 0.50
Apr 29 2010 08:49am
Quote (Predator84 @ Apr 29 2010 03:49pm)
Legendary ice I,
Spell Damage: 5 to 6,
+2 Strength,
+4 Intelligence,
+1 Magic Luck,
+1 Extra Equipment Slots,
+1% Physical Damage Reduction,
+1% Magical Damage Reduction,
+1% Power Shot

vale qualcosa?


non credo
Member
Posts: 23,419
Joined: Sep 12 2008
Gold: 0.10
Apr 29 2010 08:59am
Quote (Predator84 @ Apr 29 2010 03:49pm)
Legendary ice I,
Spell Damage: 5 to 6,
+2 Strength,
+4 Intelligence,
+1 Magic Luck,
+1 Extra Equipment Slots,
+1% Physical Damage Reduction,
+1% Magical Damage Reduction,
+1% Power Shot

vale qualcosa?


no, le stats forza ed intelligenza sono troppo basse, varrebbe se fossero 20 /30 forza ed 20 /30 intelligenza In quel caso saresti abbastanza ricco! :P
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