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Jun 10 2015 09:11am
Hi, I have a few questions, ty in advance if someone can reply :)

1- which is better : robe or padded robe ? and why

2- Wich armor is better for melee : chain, plate, scale, and leather ? (with same %ee)

3- how to build a melee/healer ? (if there is a topic somewhere, I didn't find it yet)

4- is it a bug that I can't choose the level of players in group tool ?

5- what means +21 level cap on a map ?

This post was edited by XnaadgeHc on Jun 10 2015 09:39am
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Jun 10 2015 10:03am
1) Padded robe ofc : and why? --> Padded robe has more meele def and high cast def reguler robe hast only a high cast def
2 ) this is somethink we can talk all day here and we never find a rly true aswer cause alot pepole say SCALE and alot also say Leather im a fan of Leather cause they have a bit more cast Def and u earn meele def with skilling Vita
3 ) U need Good heal charms with EE i Used to skill int to 40-50 and use some int+ stat gear like robe or weapon with int adds or HM adds are always welcome, a simpel way is to use the heal in Main but u lose some dmg ( salva is nice for solo ) if u climb and u have to be the main healer i used deal it with paladin in this way.. : i used dex gear ( charm and robe ) and skilled most in int like 85 int or somethink ~ depends on your heal charms and skill Multi heal for heal 5 pepole is a nice way

hope its helps a bit i know my eng is bad :P
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Jun 11 2015 01:10pm
1) like statted padded robe. the main reason for this:
all monsters got a melee attack + a charm.. the charm can be an element or a heal charm.. meaning every monster got a melee but only 5/8 of the monsters (if contributed evenly) got a casting attack.
so you simply take like 60% more melee dmg.. this is the reason that you need more melee defence than casting defence and to answer
2) you want a scale over a leather over a chain (chain got more melee defence than scale but quite a bit less casting defence which is leading to too much dmg taken by casters) over plate/padded robe over robe
you can compensate the weaknesses of the armors quite well if you stat enough int on a chain or enough vita on a leather.. but imo the scale got the best starting defence contributions.
3) like pat said: you need good ee heals.. the statting is totally depending on your playstyle.. if you -
whistle: you can be ok with healback only (with a good tank and overall group).. if your group or tank isnt too good you can additionally stat up to 50 int or possibly 70int (which is pretty much).. keep in mind that the int is helping more than a bit more ee if you got good heal charms allrdy but low int (1 int =/= 1ee in that case)
explore: it could be that you need to stat multi heal but keep in mind that multi heal will be a lot less effective if it comes to dmg because you can charge healback with attacking but you need to heal a lot to charge multiheal up.. so it kinda works against your dmg. i never did multiheal because my healback was always enough.. if i tanked and had a bad group i added salvation and statted up to 75vita + 50int to be a really safe tank + good healer.. stat/int charms can be a good boost to your healing power too.. healmastery is only useful if you got a bad heal charm.
4) you should be able to change the lvl of the players in the group tool.. you just have to w8 a bit sometimes or click several times
5) the monsters of your map increase their lvl together with you.. this doesnt work unlimitied though.. the max monster lvl of a map is calculated with the following formula: (tier of the map + 2) *5.. for example: tier V map(lvl 10 req) is increasing the monster lvl up to (5+2)*5 = 35.. meaning you can play the map well up to lvl 35.. if you go on playing at lvl 36-37-38 you will get less and less exp/profs/drops.. with the +21 lvl map your map can produce monsters up to lvl 35+21 = 56

i hope that explains your questions.. feel free to pm me if you got any more questions ;)
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Jun 12 2015 12:33pm
Ty guys, it's much more clear for me now. Thanks very much for the time you took to answer :)
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