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Nov 3 2009 11:29am
Any hints, tips or guides to make a good weller and/or maybe a solo mage.
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Nov 3 2009 12:44pm
http://forums.d2jsp.org/topic.php?t=27247710&f=74


for weller

40+ int staff/dagger

40+ int robe

150+ ee attack charm

120+ ee heal charm

This post was edited by Sirax on Nov 3 2009 12:46pm
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Nov 3 2009 12:58pm
Quote (Sirax @ Nov 3 2009 10:44am)
http://forums.d2jsp.org/topic.php?t=27247710&f=74


for weller

40+ int staff/dagger

40+ int robe

150+ ee attack charm

120+ ee heal charm


Okay cool thanks, I will work on getting that. I will also check out that link you sent me.
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Nov 3 2009 02:25pm
Quote (Sirax @ Nov 3 2009 11:44am)
http://forums.d2jsp.org/topic.php?t=27247710&f=74


for weller

40+ int staff/dagger

40+ int robe

150+ ee attack charm

120+ ee heal charm


IMO I would swap the attack and heal EE's.

A good heal charm is more important than a good attack charm, IMO.
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Nov 3 2009 02:39pm
Quote (stiffleronfire @ Nov 3 2009 04:25pm)
IMO I would swap the attack and heal EE's.

A good heal charm is more important than a good attack charm, IMO.


vouch

as for the ee and int range he posted

it can be much lower

int can be 30~ for armor / weapon

charm ee's can drop another 30ee on both charms
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Nov 3 2009 03:15pm
Quote (stiffleronfire @ Nov 3 2009 12:25pm)
IMO I would swap the attack and heal EE's.

A good heal charm is more important than a good attack charm, IMO.


I agree I would rather have a better heal then an attacking charm, I do not like dying lol!
Quote (Djsem @ Nov 3 2009 12:39pm)
vouch

as for the ee and int range he posted

it can be much lower

int can be 30~ for armor / weapon

charm ee's can drop another 30ee on both charms


I will look into it.
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Nov 3 2009 04:59pm
I have a decent weller I put together, wins 9/10 or more...usually loses because I toss in a warhammer for fun and i get critted for 1500 :D or the monster just has a ton of hp and i run out of mana...but here's his setup
This was basically my first characters mq set, so didn't really shop more than a day or 2 for the gear

http://forums.d2jsp.org/user.php?c=3&i=639320&p=316980

Magical ultimanium dagger
Level Req: 55
Damage: 64 to 112

+31 Intelligence

Rare silk padded robe
Level Req: 15
Defense: 0 to 14

+26 Intelligence
+3% Physical Damage Reduction

Rare wild heal XIV
Level Req: 55
Heals: 78 to 780
Mana Cost: 135

+71% Enhanced Effect
+42 Intelligence
(This is main slotted due to the +42 int)

Mythical earth XIV
Level Req: 55
Spell Damage: 397 to 696
Mana Cost: 135

+118% Enhanced Effect
+3% Life Steal
+11% Damage Return
+1% Critical Flux
+1% Mana Skin


Pretty decent weller imo, dagger was 75fg, robe 25fg, heal charm was 250ish, earth charm was 300fg

You should probably just get a higher ee heal charm, but the high int on my heal charm kinda makes up for the lower ee

In wells I have 1900 hp, I use heal whenever I get to 1200 and itll heal up to 800ish hp back, but being wild, i have to use it more than once some.

Hope this helps :)
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Nov 3 2009 06:31pm
Quote (Sadenx @ Nov 3 2009 02:59pm)
I have a decent weller I put together, wins 9/10 or more...usually loses because I toss in a warhammer for fun and i get critted for 1500 :D or the monster just has a ton of hp and i run out of mana...but here's his setup
This was basically my first characters mq set, so didn't really shop more than a day or 2 for the gear

http://forums.d2jsp.org/user.php?c=3&i=639320&p=316980

Magical ultimanium dagger
Level Req: 55
Damage: 64 to 112

+31 Intelligence

Rare silk padded robe
Level Req: 15
Defense: 0 to 14

+26 Intelligence
+3% Physical Damage Reduction

Rare wild heal XIV
Level Req: 55
Heals: 78 to 780
Mana Cost: 135

+71% Enhanced Effect
+42 Intelligence
(This is main slotted due to the +42 int)

Mythical earth XIV
Level Req: 55
Spell Damage: 397 to 696
Mana Cost: 135

+118% Enhanced Effect
+3% Life Steal
+11% Damage Return
+1% Critical Flux
+1% Mana Skin


Pretty decent weller imo, dagger was 75fg, robe 25fg, heal charm was 250ish, earth charm was 300fg

You should probably just get a higher ee heal charm, but the high int on my heal charm kinda makes up for the lower ee

In wells I have 1900 hp, I use heal whenever I get to 1200 and itll heal up to 800ish hp back, but being wild, i have to use it more than once some.

Hope this helps :)


Thanks so much for your time and effort in typing all of this for me, I will put all this useful information in work right away.
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Nov 3 2009 11:55pm
attack charm is recommended as the primary charm with the heal as the accessory. you will be attacking more than healing, so you will save on mana in doing so
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