2,2 A mathematical approach at the hybrid healerBasically this just calculates the aspect of a damage dealing healer. Whether or not you find the extra damage to be worth it is up to you. Personally I don't think it's worth it.
1- Lets assume it's a mage as it's starting stats are more designed for melee then those of a guardian.
2- Lets assume the mage is level 65 with all his points invested into int (75 extra points).
3- Lets assume he has no proficiencies
4- Lets assume he has the gear of an average healer
5- Lets assume monsters don't have defense
6- Lets assume CS don't happen, because I wouldn't know how to calculate them. However since Dexterity isn't changing the % in damage should stay the same so it shouldn't make a noticeable difference (correct me if I'm wrong).
Mage base stats
Strenght- 20
Dexterity- 50
Intelligence- 60
Vitality- 20
Our Mage HEALER stats at level 65
Strenght- 20
Dexterity- 50
Intelligence- 135
Vitality- 20
Heal Mastery- 135 (Equal to his Int for best possible effectiveness)
Our Mage's gear
Magicial Ultimanium Dagger
64-113
+45 Heal Mastery
Magicial Spiderthread Robe
+45 Heal Mastery
Magicial Focused Heal 14
+45 Heal Mastery
Acc.Charm
Magical focused Heal 14
161-193
130 Enhanced Effect
Ok so our average damage attacks are doing 89 damage and our average heals are doing 312
And so our total heal/damage output over 100 actions will be 13360
Ok now lets check out the other option you guys are saying, replacing the HM dagger by one with say 100 enhanced effect as thats how much a 45 heal mastery dagger is worth in enhanced effect about.
Our Mage Hybrid stats at level 65
Strenght- 20
Dexterity- 50
Intelligence- 135
Vitality- 20
Heal Mastery- 90
Our Mage's gear
Magicial Ultimanium Dagger
129-225
100 Enhanced effect
Magicial Spiderthread Robe
+45 Heal Mastery
Magicial Focused Heal 14
+45 Heal Mastery
Acc.Charm
Magical focused Heal 14
161-193
130 Enhanced Effect
Ok so our average damage attacks are doing 177 damage and our average heals are doing 252
And so our total heal/damage output over 100 actions will be 19200
So your being about 70% more effective However the amount of total heals you can give drops by a lot.
At level 65 your mana pool will be 6780. So you can give 67 heals so thats :
Healer - 20904
Hybrid - 16884
Your losing 20% of your healing ability for 70% more overall effectiveness.
Personally though, Guardian tank + mana syphon + healer will be the best possible healer if built correctly as it basically has infinite mana pool as well as serving 2 purposes in a cata, tank and healer. I'll admit though they won't work on a budget.
Full thread can be found here :
http://forums.d2jsp.org/topic.php?t=35555834&f=2723,0 Character Builds3,1 An introduction to everything.It is after reading many comments, guides and suggestions in the Ladder Slasher forums that I realized a vast amount of people do not know how to build a character or how to give advice on how to build a character. Too often people just give recommendations on ways to build your character in a biased and naive fashion. Sure going hybrid will yield incredible results, however, is it viable to the person your giving this advice? The answer will be no, 95% of the time. It seems like the people dishing out this so called advice are simply bragging about their gear or repeating things they have seen said before.
ie: Go hybrid on a samurai, it rocks dude!
ie2: Get base 60 int, 110 dex minimum and rest of stats into str
ie: Going hybrid on a samurai will be a horrible option for almost everyone reading your statement as you need a huge fg investment in gear to be able to make this work. Also the samurai isn't the best option when it comes to going hybrid so why would you recommend for someone to do this? Why not instead teach the player how to maximize his stats for the best possible efficiency?
ie2: Wow, just wow. You just recommended for someone to invest 110 stats before even thinking of investing in str. At level 65 he would have to get at least 45 stats from gear to even complete this build. That leaves him with nothing to put into str unless he has some serious fg to invest, something the person your giving this advice to will not have, or will not be willing to spend. He just wasted 50 stat points on int and will have a dex/str ratio that is incredibly wrong.
In this section we will attempt to give out intelligent, rational, comprehensive advice to help you maximize the potential of all your characters. We will give you guidelines on how to build your character, which feeder class to choose and which items to buy. Or at least, thats the plan.
3,2 Feeder classes, which to choose and why?At first glance all the feeder classes may seem equivalent in terms of pros/cons. This is wrong. Your feeder class will be the first character you play with and thus the first character you pass a MQ with. When buying gear for it you should be thinking down the road to the other classes you will encounter. You should choose a feeder class that will run smoothly with your equipment setups.
Not to mention, that some of the more specific classes (Guardian, Rogue) can be harder to play and will only be good in certain scenarios (compared to another class).
Basically, I would recommend that you either choose a Magician and play it as a caster or choose a Fighter and play it as a melee using swords.
The reasons for this will be explained in the following section.
3,3 Buying gear with multiple passes in mindWhy buy multiple sets of weapons when a few can do just fine? Price? Swords / Daggers are more expensive? Well yes they are, but they will last you longer, be more versatile as well as keep their value longer then the less desirables mods. Also a low end sword / dagger will still be very affordable.
As far as Reset equipment sets goes there are currently 2 options.
Option 1 :
Magician - Caster
Samurai - Melee
Paladin - Melee or Caster
Monk - Caster
Ninja - Caster
Warlock - Caster
Headhunter - Melee
Alchemist - Caster
Using this option you will need to buy :
A light armor int set
An int staff set (if you plan on making it to warlock) or int dagger set (if you don't plan on making it to warlock)
A sword set
A heavy armor (EE/str/dex) set
A charm set (str/dex) Consider buying lightning or wild heal str/dex charms if you plan on making it to headhunter
Either a light armor (str/dex) set or a int sword set. Buying melee robes for low levels and int swords for high levels is a possibility.
An axe set
An offensive charm set
Option 2 :
Fighter - Melee
Samurai - Melee
Paladin - Melee
Monk - Melee
Ninja - Melee
Warlock - Caster
Headhunter - Melee
Alchemist - Caster
A heavy armor (EE/str/dex) set
A light armor (EE/str/dex) set
A charm set (str/dex) Consider buying lightning or wild heal str/dex charms if you plan on making it to headhunter
An axe set
A dagger set
An int staff set
A light armor int set
An offensive charm set
This information can be especially useful if your guild wants to get organized and buy a few sets of equipment that can be shared with all it's members.
3,4 The Fighter, A comprehensive guideThis guide will teach you how to build your fighter based on your budget and items available. We will attempt to teach you how to optimize your build for maximum efficiency, translating into faster levels. Nothing said here will be simply opinions or thoughts. Everything will be based on some concept or logic viewed in other sections.
As with any character you want to view it's pro's and con's and see why you should choose this character over another one and then build it around that. Let's take a look at the fighter.
Str - 50
Dex - 40
Vitality - 50
Intelligence - 10
Armors - any
Charms - any
Weapons – Sword, club, axe, longsword, spear, polearm
Well as you can see the fighter has pretty balanced str/dex ratio from the start, slightly lower vitality then the barbarian and 5 more int. It can use heavy armors and swords which will be usable on the next classes in case you pass.
Using this information we can deduce that the fighter could make a good tank in catacombs, be a nice option as a straight up melee character and possibly be a decent hybrid if your gear allows it. The fact that it has lower vitality means that it would be better suited for players who are willing to invest some fg into the game as you might not be wanting to invest in vitality anyways. If you would want to invest in extra vitality choosing a barbarian would be a better option.
Building a hybrid on a fighter would be a decent option for a feeder class as unlike the rogue it can use heavy armors and unlike the barbarian it has higher melee oriented stats to begin with and higher int. The guardian would also be a decent option however it's gear possibilities are a lot more restricted. An important thing to not with hybrids is that unless your going to be getting 150+ stats from gear and level ups, it will suck. For these reasons I will only cover hybrid builds starting from 150+ stats. When choosing to build a hybrid it is also important to look for stats such as HealMastery where you can find it. However you shouldn't sacrifice too many points for this. The reasons behind this are quite simple and will be further explained in 3,17. I will not be going over the str/dex/int/HM ratios however I wouldn't recommend you get HM unless it's 30-40% higher then the normal amount of stats you would be getting. As far as equipment goes this is generally how you build your hybrid.
Weapon - EE main mod
Armor - Str/dex main mod (plate ideally)
Charm - Str/dex main mod
Acc.Charm - EE main mod
Your weapons and acc.charm should have 150+ EE for the build to work efficiently. Again, mods like HM on armor or charm are just a bonus, a very good bonus granted, but you shouldn't sacrifice an equal amount of str/dex for HM. It's important to note that you should add the points to intelligence initially.
So using all this information lets go over the possible builds that would work for a fighter and how to place your stats depending on your budget/gear.
3,5 The Barbarian, A comprehensive guideThis guide will teach you how to build your barbarian based on your budget and items available. We will attempt to teach you how to optimize your build for maximum efficiency, translating into faster levels. Nothing said here will be simply opinions or thoughts. Everything will be based on some concept or logic viewed in other sections.
As with any character you want to view it's pro's and con's and see why you should choose this character over another one and then build it around that. Let's take a look at the barbarian.
Str - 60
Dex - 25
Vitality - 60
Intelligence - 5
Armors - any
Charms - any
Weapons – sword, club, axe, warhammer, battleaxe, polearm
The barbarian is the second melee class available at feeder level. It boasts similar equipment choices to the fighter however it has lower int, lower starting melee stats but higher vitality. Sure it can make a nice melee character but what makes it a better choice then the fighter? Essentially nothing. The only reason you should choose the barbarian is if your running on a very tight budget and where you would have needed to invest extra points in vitality anyways. It's hybrid potential is less then that of it's counterpart the fighter so I won't be covering that. I'll instead show you how you could build your barbarian if you are on a very low budget and need the extra vitality. I won't go over the other options of a higher stat level barbarian as the fighter is just simply better. Make a fighter instead if thats your case.
Your going to invest your first 10 points into vitality since you'll need to extra high life to compensate for you very low damage output.
3,6 The Rogue, A comprehensive guideThis guide will teach you how to build your rogue based on your budget and items available. We will attempt to teach you how to optimize your build for maximum efficiency, translating into faster levels. Nothing said here will be simply opinions or thoughts. Everything will be based on some concept or logic viewed in other sections.
Awww the rogue Probably the most underused class in LadderSlasher yet one of the most versatile. A new player with a limited amount of fg should consider choosing rogue as first class. Here are it's stats.
Str - 30
Dex - 60
Vitality - 25
Intelligence - 35
Armors - light and medium
Charms - any
Weapons – Sword, club, axe, dagger, staff, spear
We can quickly realize that if your going rogue and you want to cast you'll have acces to Very cheap gear but you will a smaller mana pool, however you will be able to afford stronger int weapons/armor. I've seen 45 int swords go for the same price as say 30 int staves. Lets say your getting +15 extra int off each weapon/armor thats 30 extra int from gear.
Rogue base int - 25 (+30) = 55 int
Magician base int - 60
They will have similar int
Rogue base vit - 35
Magician base vit - 20
So as far as going pure caster goes, I'd recommend using a magician instead of a rogue if you plan on doing a lot of catacombs. Reasons for this are.
1- You will have lower life, but this isn't as big of an issue in catacombs since there will always be healers ( in this case you, god forbid you go offensive caster in catacombs)
2- You will have a bigger mana pool (around 2k more at levels 55+) which translates into more heals, longer catacombs, better groups.
However if your going to go pure caster but plan on playing arena with a small budget I'd recommend going rogue. Reasons for this are.
1- Assuming your on a budget you may not have enough fg to buy a healing charm at which point you'll need your vitality to be higher to allow decent amount of kills before regen.
2- Scale int armors are super cheap and also offer some better defense vs mobs. In catacombs you can stand in back do receiving damage isn't as important.
If you have a decent budget though to build your caster (2k+ fg ready to invest) I'd have to say a magician will be a better caster.
Another important thing to keep in mind when going caster on rogue is that it can melee the lower levels 1-20 much more efficiency then the mage with similar gear.
As far as mana pool in arena goes, I find it to be negligible as you may get 30% less kills but your regens will be 30% faster, so it should even out in the end, I think.
Melee
The rogue already starts with a base of 60 dexterity, so if your planning on going melee with rogue I'd recommend you put all points into str and get dex on one peice of equipement str on the other. Some people have had good experiences using EE on scale armors, however I personally have never tried it but do know that they are cheap as dirt.
One thing that separates the rogue from the other feeder melee classes is the fact that it can use staves and daggers.
Staves - Probably the 1st or 2nd cheapest EE weapon to buy (clubs being first).
Daggers - Assuming you pass on your rogue you can use them on samurai So for those of you that like consistent damage when you go melee this is an intresting option as axes can't be used untill paladain. Not a big deal, but still.
I'd recommend putting first 10 points into vitality if you plan on doing lots of arena, if you plan on going catacombs put first 10 into str and stand in middle/back row depending on group. It's base int also helps a lot vs caster hits that you can receive, so it's not entirely wasted.
All in all, the melee rogue is an interesting alternative and can be could for certain people but definitly not the best choice, in my opinion, as far as melee feeder classes go.
Hybrid Rogue
Now this is where to rogue gets all it's power and usefulness. I'm surprised there aren't more hybrid rogues honestly, I'm guessing it's because Hybrids take a decent amount of knowledge/fg investment to make and most *noobies* don't have either of those. The more established players that do, probably have already unlocked the other classes.
When building a Rogue hybrid there are 2 alternatives in my opinion.
The catacomb hybrid - When you catacomb the healer is always the limiting factor, however using a hybrid healer rogue you can dish out some decent damage as well as be able to heal which is a nice idea. If your building this type of character I would personally put all points into intelligence, get EE on weapon, Str on armor, HM on charm, EE on acc.charm (healing).
There are some really nice mods on scale armors that can sell for extremely cheap as nobody cares so you should look out for str/hm armors, str/int, dex/hm etc... They will probably be very cheap.
Using this build you can basically deal an acceptable amount of damage and be able to heal whenever the mage in group runs out of mana.
Arena hybrid - Well as any hybrid you will need some nice gear and some thought put into it. Again for for the obvious EE on weapon, EE on acc.charm (healing). As far as armor and charm goes, you'll need to find some good stats that will help you. Find out what your limiting factor is, if you need more damage go for Str, if you feel you need better heals go for healmastery and so on.
You should aim at least, 80 hard stat points into intelligence, 100 str, 60 dexterity, 35 vit ( you should leave this base as hybrid needs a lot of stats which can be better used elsewhere).
Assuming you dump all points into int until your level 55 you'll have 85 int at level 55 and can stat rest of points into str. Meaning you'll want to look for armors/charms with 45+ str for it to be a viable arena hybrid.
One thing to keep in my when deciding to go hybrid is that unless your gear is not up to par getting kills at levels 55+ will be painfully slow as you just won't have enough damage to sustain a good killing rate. However in the current version of LadderSlasher hybrid is the only way to go if you want to no regen from 1-71.
Some other things to keep in mind when choosing a rogue is that gear is also a lot easier to find. You will have much more diversity in the equipment you want to get. If time is a limiting factor for you finding things on the marketplace will be easier done with a rogue. ie: finding a 45 int dagger can be a bitch
If your planning on playing hardcore though I wouldn't recommend going melee/hybrid Rogue, despite the fact that gear will be easier to find (something very annoying in Hardcore) I believe it's inability to use Heavy armors as a melee class do not make it a viable Hardcore character.
The fact there is almost no catacombs either can be a challenge for all you catastars out there as well.
As far as going rogue caster though, here are my thoughts. Never forget one of the most important rules about HC. Never play a character with less then 50 hard points into vitality.
This means that you would need to invest your first points into vitality, so you will have a base of 50 vit at level 5. So for those 5 levels your getting 25 mana to your mana pool which the magician is getting 60.
When the magician gets 50 vitality level 20 it will have 60 int, while your rogue caster will only have 40 int. This will make your mana pool very small. It's up to you to decide whether it's worth it or not, I'm going to have to say no though.
So for all this being said we need to ask ourselves the most important question. What makes the rogue a better class to play then the fighter (melee) caster (magician) or guardian (hybrid). Sadly the answer is practically nothing. The sole reason you could consider making a rogue is that it's gear is cheap. This contradicts the very essence of a hybrid though which is meant to be pricey and expensive. And as far as melee or caster goes even though it's gear will be cheaper the fact that you can already find 1fg items on the marketplace with decent stats that can be used for the more *expensive* classes make the rogue a completely unusable class when compared to your other options. However building a rogue adds an undeniable cool factor as well as being a unique class to play.
I won't be adding a chart on how to stat this character as I straight up don't recommend playing it.
This post was edited by J_B on Nov 30 2009 09:34pm