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Massivelybored
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Jan 12 2009 04:02pm
A Welling Mage Guide



1. Introduction
2. Strategy
3. Gear
4. Stats




Introduction


• This is a beginner's guide to making a mage that can well at a decent success rate without spending a ton of fg to do it.

• Please keep in mind that with this build you will need to level in catacombs.

• With this build you should go 10-65ish in catacombs quite easily, and make some friends along the way. Who doesn't like a healer? smile.gif


Strategy


Basically welling is one of the easiest and fastest ways of making forum gold in ladder slasher. You take a white item(an item with no magical prefix) and you drop it into the well. A monster will spawn and you have to kill him. Be ready though some of these monsters can be pretty tough. The rewards far exceed the risk though. That plain item that you dropped into the well, will now drop from the monster you killed with at least a rare prefix. The stats on the item are completely random so you still need to hope for a bit of luck, but repitition is the key. The more you well, the more chance you have that something will come out good.

While you are in catacombs numerous white items will drop, try to pick up as many of them as you can, and transfer them to a mule so you can well them when you hit 65. I find that it is best to save them till you get to 65 because, you have a chance for a double drop, and since the monsters drop items that are at least 10 levels below their current level you have a good chance of your double drop being a level 55 item. Wich in turn is also worth the most fg as a muteable. Now the things that you well that are rare+ and level 20+ can be sold on the market place for forum gold, wether the stats on them are good or not. The higher the magical tier that the item comes out usually means the more the item is worth. Muteables can go anywhere from 1fg to 250-300 fg. Some might even go higher then that.

Now you are a mage and can only wear robes so I would advise you in catacombs to stay in the back row because your defense is low. Your focus is healing the other players in your party and trying to make it so your party can go level to level in each run. Try not to waste mana. I find it effective if you keep everyone around 3/4ths full life. You will usually hit some warm lights wich will also heal your party so there is no need to keep them completely full of life.


Gear


• Heal Charms


The type of heal charm is entirely up to you, although I would recommend regular heals as they are fairly cheap and still give excellent ranged heals.

Level 15 - 60+ ee
Level 25 - 75+ ee
Level 35 - 75+ ee
Level 45 - 75+ ee
Level 55 - 100+ee

A couple examples

Magical focused heal VI
Level Req: 15
Heals: 69 to 83
Mana Cost: 55

+93% Enhanced Effect

Rare focused heal X
Level Req: 35
Heals: 128 to 154
Mana Cost: 95

+114% Enhanced Effect
+1 to 10 Life per Kill

Rare focused heal XII
Level Req: 45
Heals: 156 to 188
Mana Cost: 115

+118% Enhanced Effect
+11% Quick Draw




• Damage Charm


Any type of charm will do, its whatever type you prefer. Lightning and wind would be the cheapest though.


Level 55 - 120+ ee

Example

Mystical fire XIV
Level Req: 55
Spell Damage: 399 to 1066
Mana Cost: 135

+180% Enhanced Effect
+1 to 2 Mana per Attack
+2% Armor Pierce



• Weapons


You should melee from level 1-15, then switch over to casting. You should look for the following weapons. Keep in mind that being a mage you can only use daggers or staffs for weapons.


Level 0 - 40+ ee
Level 5 - 60+ ee
Level 10 - 80+ee
Level 15 - 20+ Heal mastery
Level 30-40 - 35+ Heal mastery
Level 55 - 30+ Intelligence

Examples

Mythical bronze dagger
Damage: 21 to 38

+59% Enhanced Effect
+1 to 2 Mana per Kill
+1% Critical Flux
+1% Physical Damage Reduction
+2 Jubilance

Mystical iron dagger
Level Req: 5
Damage: 47 to 82

+75% Enhanced Effect
+8 Intelligence
+1% Mana Syphon

Rare heartwood staff
Level Req: 15
Damage: 30 to 81

+3% Critical Flux
+25% Heal Mastery

Rare godwood staff
Level Req: 55
Damage: 48 to 128

+34 Intelligence
+9% Glancing Blow



• Armors

Keep in mind that you can only wear robes

Level 0 - Life per kill or life per attack
Level 15 - 20+ Heal mastery
Level 30-40 35+ Heal mastery
Level 55 - 30+ Intelligence

Examples

Rare woolen padded robe
Defense: 0 to 7

+1 to 30 Life per Kill
+1% Armor Pierce

Rare silk padded robe
Level Req: 15
Defense: 0 to 21

+42% Enhanced Effect
+25% Heal Mastery

Rare spiderthread padded robe
Level Req: 55
Defense: 0 to 36

+38 Intelligence
+8 Life Regen




Stats

You start with 10 base stat points. Put them all into vitality. After the first 10 into vitality put every other point into intelligence.


Strength - 20
Dexterity - 50
Intelligence - 60 --- Put all other points here.
Vitality - 20 --- Put your first 10 here.



Any and all feedback is appreciated, I think its quite clear and precise but I might have missed something so please let me know if i did.





Selesi
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Jan 12 2009 04:04pm
Very understanding, anyone needing to make a weller mage this is the guide i would use, very nice one Wayne.

This post was edited by MysticaLLL on Jan 12 2009 04:05pm
LUL
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Jan 12 2009 04:58pm
Yet another cool welling mage guide wink.gif

Some good info there for begginers !
Moojilsuh
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Jan 12 2009 10:30pm
good job wayne.
Cloudfire
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Jan 13 2009 02:26am
Pretty decent but a few issues:

1. the text is damn hard to read :/

2. you only have to be 64 to get level 55 items from a double drop, as well monsters are your level +1

3. lightning and wind may be the cheapest, but (from what i hear) to get the best out of them you need a huge amount of INT, so you hit the high end of your range more often than the low end.

Other than that, a very helpful guide that will help many people make some fg smile.gif
Massivelybored
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Jan 13 2009 03:59am
Quote (Cloudfire @ Tue, Jan 13 2009, 04:26am)
Pretty decent but a few issues:

1. the text is damn hard to read :/

2. you only have to be 64 to get level 55 items from a double drop, as well monsters are your level +1

3. lightning and wind may be the cheapest, but (from what i hear) to get the best out of them you need a huge amount of INT, so you hit the high end of your range more often than the low end.

Other than that, a very helpful guide that will help many people make some fg smile.gif


I really wish people would stop saying that as it is false. I actually took 2 level 55 charms, a 159ee lightning and a 160ee ice and went and catad with them. I did this with no armor or weapon on, so just base mage intel. They were 15 dmg different in their average dmg. The lightning actually averaged more then the ice.
sigma89
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Jan 13 2009 06:29am
Question, why heal mastery gear through the mid lvls instead of just int gear? Wouldn't int gear help you to get a larger mana pool?
Massivelybored
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Jan 13 2009 06:44am
Quote (sigma89 @ Tue, Jan 13 2009, 08:29am)
Question, why heal mastery gear through the mid lvls instead of just int gear?  Wouldn't int gear help you to get a larger mana pool?


Intel on items does not effect your mana. Only base intel increases your mana. Heal mastery is better for healing and you will heal more with it then intel.
Middy
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Jan 13 2009 01:30pm
Quote (Massivelybored @ Tue, Jan 13 2009, 06:44am)
Intel on items does not effect your mana. Only base intel increases your mana. Heal mastery is better for healing and you will heal more with it then intel.


Oh, dang. Wayne, thanks for that info.

Great guide!

/e: Check requests. smile.gif

This post was edited by MiddysReturn on Jan 13 2009 01:33pm
NaRa
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Jan 13 2009 01:31pm
thanks for the nice guide, adding it to the collection heart2.gif
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