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Jan 6 2014 12:21pm
Quote (James84 @ 6 Jan 2014 19:03)
Shame.

I still believe the team comp. was a problem. To many casters, not enough dmg and not enough healing power Imo.
When I say not enough dmg, I mean, if the casters have to hlp heal it means only the barb and monk kept hitting mobs. While 2xcasters and guard healed, this really lowers the dmg output.
I'm not sure if it was due to the dmg taken, that the guard and sec. healer needed aid, or if it was mana issues.
But I guarantee, if the guard had more MS, he'd never ever run out of mana.

Again, idk if ya'll had HM gear of MS gear stored to switch in certain situations, etc.

I've done this 3 times in the past. 1 was a fail, 2nd was the glitch at last space (game crashed/error code), and last was successfull.
The 2-3 tries, both I was guard. And I still believe it's the key character for this objective and never run' out of mana is one of the crutial elements, along with only having heal abilities (3of them).

I would've gladly hlp ppl, giving MM another go, I so wanted to before I quit this game. Now that you ppl own my 55 foc. heal, it's not going to happen :lol:

e - I do agree though, some things are not worth it.... I however have the pleasure of having ALOT of free time. Not all do :(



lol, hm gear is not the same as before, its the exact same effect as int now, ms? we never needed it.

the only ppl running oom was me and dan sometimes, and i had enough fish to cover that.

I had ~500heals that most came from nmnm quest.
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Jan 6 2014 12:24pm
No way this should be nerfed. In ladder slasher its almost impossible to fail at anything at all. Just time + clicks.
In other games, you can actually lose. Dont know about you guys, but that adds a lot of fun to it for me. Probably frustrating that you spent so much time and failed, but you'll get it eventually and in its current state too, if you feel like it.

Of course I'm still for better updates to other parts of the game, and if that indirectly changes the difficulty of MM thats fine. But a nerf made directly to make MM easier would be bad in my opinion.
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Jan 6 2014 12:26pm
Quote (RistVaLL @ Jan 6 2014 02:21pm)
lol, hm gear is not the same as before, its the exact same effect as int now, ms? we never needed it.

the only ppl running oom was me and dan sometimes, and i had enough fish to cover that.

I had ~500heals that most came from nmnm quest.


I didn't test the HM/Int theory out fully, after update. But when I was playing, with hm/int mixs I did heal for much more, than just Int.

I saw you ate fish.
But I also saw at times, Guard had 0 mana left and couldn't heal. You took the role of healing. Idk if he had fish or not, but I'm just saying.
I clearly realized guard ran out of mana... I did not hallucinate this.
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Jan 6 2014 01:12pm
Quote (James84 @ Jan 6 2014 12:26pm)
I didn't test the HM/Int theory out fully, after update. But when I was playing, with hm/int mixs I did heal for much more, than just Int.

I saw you ate fish.
But I also saw at times, Guard had 0 mana left and couldn't heal. You took the role of healing. Idk if he had fish or not, but I'm just saying.
I clearly realized guard ran out of mana... I did not hallucinate this.



I ran out of mana one time



This post was edited by Moojilsuh on Jan 6 2014 01:14pm
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Jan 6 2014 01:19pm
Hi
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Jan 6 2014 01:20pm
Try with main chars imo.
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Jan 6 2014 01:25pm
posting in a thread that I'm not cool enough to post in
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Jan 6 2014 01:44pm
Quote (BLC @ Jan 6 2014 02:20pm)
Try with main chars imo.


Yea thats the biggest gain they could make. Gaining an extra 25 ee or so on both your heal and your damage would add up to a significant amount. Of course though level up the main profs you want just before you start that way you won't care as much if you die. I didn't watch all of it, but if you guys didn't die at all then using your mains would help a ton.

Some of the things people have said though in this thread makes me realize they really are blind :wacko:
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Jan 6 2014 01:55pm
Quote (James84 @ 6 Jan 2014 19:14)
I know this. I'm not trying to badmouth any of the gear ya'll had.
But I do use my head in Life.
And I did play the game after update.
Knowing that a full 9 Ep wave at high lvl's, with 1 or 2 ppl healing, would probably mean mana will finish on one of them at least. That's all I'm saying.

e - I even say you guys run out of mana doing 4 corners... I admit I was lucky with mine a tad, 3 of them where casting on me, so mana never finished, but still.


this is just wrong ^^ mana running out isnt a problem. life running out is the problem ;)
when i did solo on warlock and got 2 eps at lvl 95+.. i couldnt heal against them.. meaning even if i healed all the time including high salvation and my heal charm on main slot healing for ~800 normal heal and 8000 with full salvation was simply not enough.
1-2 healers would be a joke against 9 eps. if you ever try MM and want to use 1-2 healers only.. just safe your time ^^ this means as well that even if you got an unfair advantage ^^ if the eps want to take you down and get some lucky hits.. they GET you down. no matter what you do. the higher you get.. the more luck you need to not get too many crits or even 4 healers concentrating on you wont do shit.

about the robes vs armors thing.. at lvl 71 when monsters do lets say 400 dmg.. and you have 300 armor with a tank.. you take only 100 dmg vs a robe that would take lets say 350 or more dmg.. but if monsters do 2000+ dmg (allrdy at lvl 95.. dont want to know how much they do at lvl 120+) the tank takes still.. (lets say he has 600 defence with high vita then) 2000-600 = 1400 dmg while a robe would take 2000-100 = 1900 dmg.. this isnt such a big difference any more (remember 350 vs 100 dmg was 3,5 times dmg and now 1900 vs 1400 which isnt even 1,5 times dmg)
to make things short: the higher you get the less important is your armor.. but the more important your heal. so 1 tank, 1 guard, 2 mages wasnt a bad choice at all.. (mages wont do low dmg anyways)


what chris said: main chars would help a lot ofc.. but i think i would be afraid too ^^ i did a solo 1-101 on my main char.. but i think the risk of dying is lower if you solo and got tons of life..

This post was edited by ahs_darkhunter on Jan 6 2014 02:17pm
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Jan 6 2014 02:47pm
Quote (James84 @ Jan 6 2014 01:03pm)
Shame.

I still believe the team comp. was a problem. To many casters, not enough dmg and not enough healing power Imo.
When I say not enough dmg, I mean, if the casters have to hlp heal it means only the barb and monk kept hitting mobs. While 2xcasters and guard healed, this really lowers the dmg output.
I'm not sure if it was due to the dmg taken, that the guard and sec. healer needed aid, or if it was mana issues.
But I guarantee, if the guard had more MS, he'd never ever run out of mana.

Again, idk if ya'll had HM gear of MS gear stored to switch in certain situations, etc.

I've done this 3 times in the past. 1 was a fail, 2nd was the glitch at last space (game crashed/error code), and last was successfull.
The 2-3 tries, both I was guard. And I still believe it's the key character for this objective and never run' out of mana is one of the crutial elements, along with only having heal abilities (3of them).

I would've gladly hlp ppl, giving MM another go, I so wanted to before I quit this game. Now that you ppl own my 55 foc. heal, it's not going to happen :lol:

e - I do agree though, some things are not worth it.... I however have the pleasure of having ALOT of free time. Not all do :(



hm is useless now because the heal charms are capped out. you can't do it now without casters because at the high levels you just can't kill fast enough with melee doing the damage they do vs what the monsters are doing to the group. With it as is MS wouldn't help enough. You need the killing speed and damage output of the casters vs the damage output of the melee. At the high lvls melee will do 1/8 to 1/4 of the life of just one of the normal monsters, so you can think about that and what it means. And all of your exp with mm is based on the old set up and not in this current version with it's variables.
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