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Jul 19 2009 10:25pm
I looked through most guides, and I was just wondering if anyone know of some fun melee'er guides I could do.
Pushing towards a fighter or guardian,but if you know something better tell me.
Build #2: The Juggernaut

This is the anti-healer in a sense. Still comb-worthy, but better equipped for wells and solos, the juggernaut is a barb with healing capabilities. Every last point will go into Strength, allowing you to pound mobs into a squishy mess with your club.

The Juggernaut's Gear

Weapon:
You're melee now. Enhanced Effect is almost all that matters. If you have a club that adds to Strength or DEXTERITY, it will serve you well. As always with guardians, max mana or max life is a nice perk.
Armor:

You're not a giant meatshield for others anymore, so EE is nice, but less important. I'd still want armor that has some, but I think i'd rather have 35+ STR or DEX. If you can get your dexterity in the neighborhood of 60, the critical hits applied to your guardian will be fewer and far less severe. That'll save some mana, and when you're welling, perhaps your life (for HC fools like me).

Charm:

This is probably open for some debate. For the juggernaut, EE is nice, but I think boosting a melee stat is better. Your INT is naturally high enough to make any charm somewhat effective. It's a balancing act, though. Lots of Dex or Str is great, but an EE charm will change the battle dynamic from a sprint to a marathon. This is a matter of personal preference. Patient people might go for the EE.

The Juggernaut's Upside

While not as good damage-wise as a barb or fighter, the juggernaut makes up for it with his ability to stay in any fight for the long haul. They have the STR to do damage, the Vita and armor to tank, and the INT to heal themselves effectively. With the right equipment, it's an excellent weller. This is a build for people who want to play guardian but don't comb a lot.

The Juggernaut's Downside

Still dex-poor and vulnerable to critical hits. Not as effective offensively as barb or fighter. Not as useful in the tombs as barb or fighter. Not a good group healer.


---Is what I've been working on, but I'm not sure.

This post was edited by RaneBowz on Jul 19 2009 10:27pm
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Jul 20 2009 03:01am
This sounds a bit like a standard hybrid build, except a little weaker. If using a stat charm to heal, a lot weaker :/
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Jul 20 2009 03:33am
Isn't it just a melee gaurdian with a heal charm? :wacko:

Think you're forgetting about the acc. slot man. You'd want a stat charm in main and an EE heal in acc.

There is absolutely no point having an EE charm (attack or heal) in the main slot of a char leaning on melee.
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