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Jul 30 2025 11:20pm
I am feeling happy ... caution, this maybe excruciating. :P

Okay, I think we need a "Weird" Guide, and since I am weird and all, I have some ideas (not those posted in Poll), more of a compilation for a beginner starting out in Hardcore preferably, but not necessary, also... it states "Concept Guide"


Here is my Weird Solo HC Beginner Concept Guide, compiled idea.

Solo Hardcore Transmute (80-90%) Catacomb/Well (10-20%) Concept Guide.

Create 8 characters, the first two characters are;
... #1: Main Transmuter
... #2: Main Collector
... #3. Mules, or collectors when needed.

At the start, buy the starting gear for Level 1 to 15 to get to level 25. Tier III / IV & VI items... of course, just get the Tier III items for killing, even buy +1 fg items to get from level 1 to 15 without death. (+max life)

Main Transmuter needs to get to at least level 15 with gear, during that climb will transmute what is found and can even use a Well for Tier I+ items for muting and transfer to the other 6 mules (not the Main Collector).
... Why Well Tier I's ... Simply put, if you find a Well at level 1-3 and using T3 items with +max life is easy, the benefits are... more experience points, more melee prof gain and also a Tier 1 white side drop could be a Tier III upgrade or item to sell, or if transmute level is on par to mute that item. ... All bonuses. Remember to only use the Market Place to transfer what you want to keep for later transmuting. THE real goal is to get to level 25, you should be able to do this with Transmuting and not exploring catacombs ... unless you need the 1 kill for level up.

Main Collector will hunt for items that the Main Transmuter needs and add the rest to mules, during the climb, will also hunt for Maps to sell off, even if they have +wells so you get the funds to upgrade gear to make it easier and faster to get to level 25, or buy level 25 items to get to level 35, then upwards to level 45, then 55 to MQ. However, during that time and not getting that gear, this character will Re-Roll rinse and repeat to collect mute items for Main Transmuter while also increasing profs and fg.

... The mules... get the objective: "Completed the Maze" for extra slots.

...

...

Well that is the beginning and gist of my idea, what about you guys n gals?

Posting this here is way more fun and no one really looks this way. My vote is NULL.
Member
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Jul 31 2025 01:21am
Follow up on previous post which I did not include.

Starting Character Class and Items preferred.

The main character classes are Barb and Guardian (don't hate)
Main Weapon types to purchase at the Start... Tier III Club &/or Battleaxe, preferably with +100 or more Maximum Life (other mods useful). Since it is Hardcore, more life is better for survival, and both weapons can be used by Barbarian and Guardian. Also note that they can both use Heavy Armor (Chain & Plate) which is cheap. Now the main charm to look for is any Heals, preferably Wilds (just in case you get to Headhunter, which is not goal).

Your Tier IV (level 5 items) should be similar, however, if you have good Tier III items, you can get to level 15 without level 5 gear.

The following Level 1 (Tier III) Items are exceptional and cost more, however, you may find similar that is cheap.

Godly bronze battleaxe
Damage: 63 to 76
+15% Enhanced Effect
+204 Max Life

+260 Max Mana
+1 to 3 Life per Kill
+2% Damage Return
+3% Armor Pierce
+1% Parry
+1% Fire Mastery

Legendary bronze plate mail
Physical Defense: 12 to 37
Magical Defense: 0 to 4
+6% Enhanced Effect
+15 Dexterity
+164 Max Life

+1 Extra Equipment Slots
+1 to 11 Mana per Kill
+3% Mana Syphon
+1% Earth Mastery

Angelic heal III
Heals: 13 to 36
+15 Strength
+224 Max Life

+185 Max Mana
+3% Armor Pierce

With what I listed, you can easily get to level 15 and a bit slower to level 25, the bonus is that if you find a Well at levels 1 to 10, you can well Tier III whites with ease, and if you pumped your points into Vitality, you can easily do Tier IV's (level 5) whites. The bonuses:

Max Melee prof points
Higher Tier Side drops.... Tier III = Tier V (or VI) and Tier IV = V to VI (or VII).

So you may gain other benefits, Forum gold selling of +6 Arcane items for 1fg each before you are capable to Mute them yourself, it could be an upgrade or even an item for you to go higher in levels.

Note: You will notice the best shrine items to use from the items dropped in the well while you are leveling up, example at level 5 you can use a Mystical (+3) Tier II item to fill you up on hit points even though you have an added 592 max life from gear.
______


Okay, back to gaming.
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Aug 2 2025 06:28am
i mean transmuting is easy enough, the ability to get the items will come naturally with other guides. However i would not recommend new players to touch transmuting before 10 mq's as the payoff takes so long and begins extremely small. better off attempting to find a big payoff from a drop.
i am unsure why you'd not MQ at all, other than to potentially avoid level 68+ mobs which will obviously be the most dangerous and if your guild isnt paying for gps then in theory it might be safer, however reaching the mq when you're that close would be the option i'd take, curious to your argument of 0 mq's.
the reroller guide is basically bob888's guide but with probably more vitality.
I would probably disagree on your way of exploring a cata, however my own method involves significant amounts of resetting the map.
also /hate on guardian :rofl: especially on hc where the access to heavies is even worse.

so other than the curious question of why you'd even do a zero MQ build and what you mean by it, the only thing which sort of needs doing is a 1 fg guide, i've attempted to do this in the past but i'm not overly happy with the result and not been in the mood to finish it
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Aug 2 2025 07:10am
i mean transmuting is easy enough, the ability to get the items will come naturally with other guides. However i would not recommend new players to touch transmuting before 10 mq's as the payoff takes so long and begins extremely small. better off attempting to find a big payoff from a drop.
i am unsure why you'd not MQ at all, other than to potentially avoid level 68+ mobs which will obviously be the most dangerous and if your guild isnt paying for gps then in theory it might be safer, however reaching the mq when you're that close would be the option i'd take, curious to your argument of 0 mq's.
the reroller guide is basically bob888's guide but with probably more vitality.
I would probably disagree on your way of exploring a cata, however my own method involves significant amounts of resetting the map.
also /hate on guardian :rofl: especially on hc where the access to heavies is even worse.

so other than the curious question of why you'd even do a zero MQ build and what you mean by it, the only thing which sort of needs doing is a 1 fg guide, i've attempted to do this in the past but i'm not overly happy with the result and not been in the mood to finish it


Nice points.

A "Zero MQ" guide means that the "Main Transmuter" character continues to Mute items found, EVEN WHEN they hit level 71. All mute items are provided by the "Main Collector" who constantly Re-Rolls collecting items for the "Main Transmuter" while ALSO upgrading gear, getting to go higher levels for higher tier items, improving their Profs, selling off maps for profit and in the hopes to purchase better gear, also while collecting gear for a Samurai to use (Dagger, Sword, Longsword) ... preferably the Longsword, and during all this time may get Club, Battleaxe or Polearm upgrades... even if it is only Tier VIII (level 25) ... you just re-roll at level 35 and repeat and rinse.

Continue above with the "Main Collector" until you reach level 71... Don't re-roll, use as a mule using the highest EES items you have available or can purchase, then use the next Mule, carry on with that character using the gear you have collected until you reach level 71, again, make this a mule, then work with the next mule to carry on the same... repeat cycle.

0 MQ until all 8 characters are level 71 and above... now, as for the "Main Transmuter", it may reach level 101 or more (and yes, pump more vita for this character than 100 base once it reaches level 71, all points to vitality after Strength)

Hey... someone might Reset Hardcore ... still 0 MQs ... woot. Now the maps, items, profs, whites, sales will all just add up and make it better for player... you don't need to MQ.

Now, doing this = 0 MQ Guide including Transmute MQ Guide option, this means the "Main Transmuter" character can do a Master Quest, this is up to the Player, now the other characters fit under the category of 0 MQ and also Re Rollers Guide since they did not complete an MQ and Re-rolled character(s).

Now, if the player only purchases 1fg items and uses only the self found gear and not the purchased upgrades, then we have that added.

Now, of course all this compiles the Catacomb Guide ... which is simple, always move forward to the next unexplored area, do not turn until you hit a dead end. If there are two options to turn towards, it is best to turn to the closest EDGE of the catacomb (Top, left, right, down or North, East, West & South). Trap Door, exit and make new cata (if not a rogue), do not click on Emblem when you are about to complete your catacomb, you can complete it and then backtrack to the Emblem, however do NOT exit the catacomb to shrine (this implies that you will need some way to heal yourself by way of a heal charm, comfrey or Fish). more info later on.


Well... that is what could happen, depends on the player, the guide is just that... A GUIDE, not a rule of thumb how to play.

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Sep 17 2025 03:59pm
Now, of course all this compiles the Catacomb Guide ... which is simple, always move forward to the next unexplored area, do not turn until you hit a dead end. If there are two options to turn towards, it is best to turn to the closest EDGE of the catacomb (Top, left, right, down or North, East, West & South). Trap Door, exit and make new cata (if not a rogue), do not click on Emblem when you are about to complete your catacomb, you can complete it and then backtrack to the Emblem, however do NOT exit the catacomb to shrine (this implies that you will need some way to heal yourself by way of a heal charm, comfrey or Fish). more info later on.


Oh, I actually did this trick, "don't click on emblem when nearly completing a catacomb!" ... and I was happy I did, because it turned out to be a Trap Door... oh the Map was crap, but that wasn't as annoying as nearly completing a catacomb and suddenly fall in a Trap Door because of clicking on an emblem... I got to see the results of the completed catacomb and the map it dropped.

EDIT: also I used the "keep a monster alive and exit to shrine" method to keep the catacomb active.

This post was edited by izParagonzi on Sep 17 2025 04:00pm
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