Mage.
Before making a mage read this.
http://forums.d2jsp.org/index.php?showtopic=28388849&f=272Quote
3.2 Caster’s Palace
This section will teach you how to utilize your caster at a high efficiency.
We all know that the main point playing as a caster is because we deal more damage than the listed damage itself. That is called AMP, aka Attack Multiplier.
The AMP takes effect whenever you have more intelligence than your enemy. The higher the difference, the higher the AMP. The limit to the AMP range is 50-150%. This mean you cannot deal more than 150% than the listed damage.
Below you can see how much intelligence you should have when you use your charm as an attack source. It is based on my own experience and research. Hell I’ve been playing as a caster since the pre-release of this game.
Code
Level Minimum Recommended AMP Waste
15 95 100-130 140+
20 100 105-135 145+
25 110 115-145 155+
30 115 120-150 160+
35 125 130-160 170+
40 130 140-170 180+
45 135 145-175 185+
50 140 150-180 190+
55 145 155-185 200+
60 150 160-190 210+
65 155 165-200 220+
The AMP waste is not really a “waste”. It means, if you have higher than that your AMP will not increase most likely, therefore you go for another stats such as heal mastery, max mana/life, mana consumption or mana skin. The higher intelligence the more damage though. It’s up to you to decide with you value more. In hardcore mode you might want to get more life though.
As for level 1 to 14, you might want to do melee. Read section 3.1.
Once your int is in that ball park range, start looking for other nice stats such as +mana, + life, mana syphon, +%exp etc..etc..
Ok heres goes.
Arena mageenough int to hit ball park range, once you hit it, look for Heal mastery or other nice mods
Go 5 vit 5 int at start
charm = attack EE
acc.charm = heal EE
Cata mage (healer)As much int as HM for best possible heals.
Use your acc.charm to have EE to heal since charm slot can act as +iint, +hm charm
first 10 into int, no need vitality here
Well magefirst 10 into vit, all points into int here, since well monsters have higher stats you'll need higher int so it's best to just go all int.
As far as what levels to well at heres your options.
1-level 55 (when you have your best gear)
2-level 64 (lowest level when well monsters can give double 55 drop)
3-level 71+ (highest mana pool, no need to die to stay 64 so you don't lose proficiency)
4-Whenever your close to the level of the item (will GENERALLY be the safest way to well if your gear supports it)
hardcore mage
Same as above ones except ALWAYS go AT LEAST 50 hard stat points into vit and don't well unless your gear is sick and your full ready to die (3k+ hits exists).
As far as HC wells go heres what you do, attack 1-2 heal to full, attack 1-2 heal to full etc..
Ok I'm not sure if you want to go more into detail with well options but heres my view on it (I can justify them if you want but that gets less noob friendly)
1- Assuming most people spend the major part of their budget on MQ gear welling at level will yield the highest % chance of success with decent second drop possibilities. Average to mediocre gear should well at this level.
2- People say this is the best level but they are wrong, unless your well success ratio is close to 100% (98-99-100%) you shouldn't necessarily well at this level, especially when doing level 50-55 items. Good to very good gear should well at this level.
3- It's a known fact that wells get significantly stronger up to level 74 and maybe more. You will have your highest amount of mana pool but the well monsters will be significantly stronger. Good gear to very good gear should well at this level. Plus it's a nice option for those who don't want to reclimb/die/level up profs (although if your dying more your profs won't go up).
4- The safest way to well with the highest % of success if your gear permits it. However most people won't have a complete setup of gear they can well with unless they have an already good gear set at which point welling at level 64 might be better. (not sure if this is clear, lemme know).
Sorry for talking so much about wells but as far as the mage goes it's the most favored char for wells for people who don't have warlocks and I think it should be an important aspect of the guild.
Some key points.You will hear these things a lot but they aren't true, so keep this in mind.
HM ratio -> 2int = 1 hm
big big no, and this should stop being spread about.
http://forums.d2jsp.org/index.php?showtopic=30489317&f=272Level 64 is THE BEST level to well at
big big no, and this should stop being spread about.
You just need to calculate your %success rate with %chance of good (tier wise) sidedrop to quickly realize this isn't true.
Passing 90% wells > passing 70% wells with 1% chance of good (tier wise) side drop
The only stat you need on your mage is int
big big no and this should stop being spread about.
Theres such a thing as an *overkill* in int. A 40 int armor with 5% mana syphon will generally be better then a 50 int armor.
http://forums.d2jsp.org/index.php?showtopic=28388849&f=272I'll add some more when I think of them, seems like people generally tend to oversimplify building a caster class while it does require some thought behind it if you want to get the most bang for your buck.
Oh and maybe make a note somewhere that going offensive casting in catacombs is, as of now, frowned upon.
Mk I forgot another thing, concerning charms and EE.
A big difference in casting with a caster is mana is your limiting factor.
Sometimes a lower tier charm with high EE will be better efficiently-wise. Heres what I mean.
I once saw this guy showing off his *godly* caster setup. However two of his succesive charms were something like this.
tier 35 110ee
tier 40 97ee
Yes the tier 40 does deal more damage, but it also requires more mana and thus it's taking you more mana per kill for a monster then it would normally take to kill it with the tier 35 charm. Anyways I understand this is probably some more unique situations and not really noob friendly but it's something to think about when buying EE charms.
Mk I realize I didn't address any of your points really but most of the other people covered them somewhat accurately.
Maybe just add that going melee on a mage (1-15(20)) will probably be faster since your mana pool can be pretty low. If you choose to melee the lower levels definitly choose EE daggers though since their usable on samurai if you pass after (which tends to fail as a caster). And euh yeah... Using glyphs at lower levels on a mage can be very very usefull and they are pretty cheap too if you have some extra fg to spend they can make casting lower levels a breeze.
This post was edited by arxyn on Aug 23 2009 08:09pm