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izParagonzi
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Posts: 35,701
Joined: Apr 29 2006
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Apr 25 2012 11:05pm
izParagonzi's Hardcore Heavy Weapon Solo Builds

Preview:
This is NOT a guide, it is just information about what I do as a Hardcore Solo'er Using Heavy Weapons.
Basically, if you have a view that this is incorrect information, please state reasoning and an explanation
on how to improve it... Thank you for your time.


Guardian
Stats:
... 75 Vitality / 75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
Weapons: preferably 75% or more Enhanced Effect
... Battleaxe (50/50 ratio) | Longswords (75str/25dex ratio) | Spears (10str/90dex ratio)
... Polearms (25str/75dex ratio) & Warhammers (90str/10dex ratio) are secondary options.
... Note: Since you start with more Strength, I would opt for Strength Ratio weapons.
Armor:
... Plates/Chain Mail with Stats to suit your Weapons Ratio and try to stay within the Tier Level of your toon Level.
... Note: Maybe have spare HM armor for some of those dicey EPs that cast dmg.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: Maybe have spare HM for some of those dicey EPs that cast dmg.
ACC Slot Charms:
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities:
... Salvation: 20% / 36% / 48% / 58% (total 4 points = level 15 achieved)
... Retribution: 10% / 19% / 27% / 34% / 40% (total 5 points = level 40 achieved with Salvation)
... Note: Increase any ability to help with either faster dmg or heal... 1 more point Salvation = 66%


Samurai
Stats:
... 75 Vitality / 50-60 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
Weapons: preferably 75% or more Enhanced Effect
... Longswords (75str/25dex ratio)
... Daggers (10str/90dex ratio) are used if that is all you have available for MQ'ing
Armor:
... Plates/Chain Mail/Scale with Stats to suit your Weapons Ratio and try to stay within the Tier Level of your toon Level.
... Note: Maybe have spare HM armor for some of those dicey EPs that cast dmg. Robes/Leather are secondary.
Main Charms:
... All Types with Stats to suit your Weapons Ratio.
... Note: Maybe have spare HM for some of those dicey EPs that cast dmg.
ACC Slot Charms:
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities:
... Salvation: 10% / 19% / 27% / 34% / 40% / 46% / 51% (total 7 points = level 30 achieved)
... Two Hit Back: 20% / 36% / 48% / 58% (total 4 points = level 50 achieved with Salvation)
... Note: Increase any ability to help with either faster dmg or heal... 1 more point Salvation = 55%


Paladin
Stats:
... 75 Vitality / 60-75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
Weapons: preferably 75% or more Enhanced Effect
... Battleaxe (50/50 ratio) | Longswords (75str/25dex ratio)
... Polearms (25str/75dex ratio) & Warhammers (90str/10dex ratio) are secondary options.
... Note: Since you start with more Strength, I would opt for Strength Ratio weapons.
Armor:
... Plates/Chain Mail/Scale with Stats to suit your Weapons Ratio and try to stay within the Tier Level of your toon Level.
... Note: Maybe have spare HM armor for some of those dicey EPs that cast dmg. Robes/Leather are secondary.
Main Charms:
... All Types with Stats to suit your Weapons Ratio.
... Note: Maybe have spare HM for some of those dicey EPs that cast dmg.
ACC Slot Charms:
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities:
... Salvation: 10% / 19% / 27% / 34% / 40% / 46% (total 6 points = level 25 achieved)
... Retribution OR Two Hit Back: 10% / 19% / 27% / 34% / 40% / 46% (total 12 points = level 55 achieved with Salvation)
... Note: Increase any ability to help with either faster dmg or heal... 1 more point Salvation = 51%


Monk
Stats:
... 75 Vitality / 50-60 Intelligence : Rest of the points towards Dexterity
Weapons: preferably 75% or more Enhanced Effect
... Spears (10str/90dex ratio)
... Daggers & Staffs (staves) are secondary options.
Armor:
... Robes ONLY with Stats from level 1-19 (or 24) and then 30% or more Heal Mastery or combination of Stat+HM
... Note: Try to also have same Tier level as your toon level, this will help reduce a little bit of dmg
Main Charms:
... All Types with Stats from level 1-19 (or 24) and then 30% or more Heal Mastery or combination of Stat+HM
ACC Slot Charms:
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities:
... Salvation: 10% / 19% / 27% / 34% / 40% / 46% (total 6 points = level 25 achieved)
... Retribution OR Two Hit Back: 10% / 19% / 27% / 34% / 40% / 46% (total 12 points = level 55 achieved with Salvation)
... Note: Increase any ability to help with either faster dmg or heal... 1 more point Salvation = 51%


Ninja
Stats:
... 75 Vitality / 50-60 Intelligence : Rest of the points towards Dexterity
Weapons: preferably 75% or more Enhanced Effect
... Spears (10str/90dex ratio)
... Daggers & Swords are secondary options.
... Note: Since you have more Dexterity when starting out, it is really pointless to use Swords
Armor:
... Robes ONLY with Stats from level 1-19 (or 24) and then 30% or more Heal Mastery or combination of Stat+HM
... Note: Try to also have same Tier level as your toon level, this will help reduce a little bit of dmg
Main Charms:
... All Types with Stats from level 1-19 (or 24) and then 30% or more Heal Mastery or combination of Stat+HM
ACC Slot Charms:
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities:
... Salvation: 10% / 19% / 27% / 34% / 40% / 46% (total 6 points = level 25 achieved)
... Retribution OR Two Hit Back: 10% / 19% / 27% / 34% / 40% / 46% (total 12 points = level 55 achieved with Salvation)
... Note: Increase any ability to help with either faster dmg or heal... 1 more point Salvation = 51%


Warlock
Stats:
... 75 Vitality / 75 Intelligence : Rest of the points towards Dexterity
Weapons: preferably 75% or more Enhanced Effect
... Staff ONLY (25str/75dex ratio)
Armor:
... Robes ONLY with Either +xxx Life &/or Stats from level 1-19 (or 24) and then 30% or more Heal Mastery or combination of Stat+HM
... Note: Try to also have same Tier level as your toon level, this will help reduce a little bit of dmg
Main Charms:
... All Types with Either +xxx Life &/or Stats from level 1-19 (or 24) and then 30% or more Heal Mastery or combination of Stat+HM
ACC Slot Charms:
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities:
... Salvation: 10% / 19% / 27% / 34% / 40% / 46% (total 6 points = level 25 achieved)
... Retribution OR Two Hit Back: 10% / 19% / 27% / 34% / 40% / 46% (total 12 points = level 55 achieved with Salvation)
... Note: Increase any ability to help with either faster dmg or heal... 1 more point Salvation = 51%


Headhunter: This toon is more for melee/tanker, but, once I have the gear and get one of these, then
I will include him into the update. Also, since an alchemist does NOT use weapons, then it is pointless
to include it in this thread.

End Note:
I use alot of mediocre gear, and at times they are all jumbled up, like Guardian using Longswords level 1 to 49
then changing to Polearm at level 50 (armor/charm from strength to dex) and then at level 55 I use Warhammer.
Also changing back to strength armor / charm.

During my runs, there are times when I am in my 4th Trap Door and I require more healing power, I switch my
armor / main charm from str/dex to Int/Heal Mastery... it comes in very handy being able to charge up both
abilities while healing yourself to deal high damage and also high heals.


This post was edited by izParagonzi on Apr 25 2012 11:08pm
izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Apr 26 2012 12:29am
Example of my Samurai Toon:

izParagonzi
Level 61 Samurai
Core: Hardcore
Life: 4039 / 4650
Mana: 3084 / 3100
Experience: 60,812,369
Strength: 89 <-- +36 from item
Dexterity: 50
Intelligence: 75 <-- +25 from item
Vitality: 75

Magical tempered diamond longsword
Level Req: 45
Damage: 82 to 820
+78% Enhanced Effect

Rare ultimanium chain mail
Level Req: 55
Physical Defense: 47 to 119
Magical Defense: 0 to 47
+36 Strength
+7% Glancing Blow

Mystical fire XIV
Level Req: 55
Spell Damage: 71 to 190
Mana Cost: 109
+25 Intelligence
+1 to 6 Mana per Kill
+42% Heal Mastery

Rare focused heal XIV
Level Req: 55
Heals: 245 to 294
Mana Cost: 109
+106% Enhanced Effect
+3% Damage Return

100 Actions:
AVG Dmg = 600 (includes ability TwoHitBack)
AVG Heal = 550 (includes ability Salvation)

This post was edited by izParagonzi on Apr 26 2012 12:36am
SmokeyMcPot1990
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Gold: 6.60
Apr 26 2012 12:03pm
Well i too am an avid heavy weapon user. 2 hit back works better than retribution IMO because they both charge ON HITS taken but two hit back allows for more actions with heavies as it hits 2 monsters instead of one. :) SALVATION is the ULTIMATE SOLO SKILL you can use NO EE charms and heal for TONS. i also use power strike once i get two hit back to 46% it helps a ton at 55+ because i rarely town and those pesky eps get 1-2 shot with two hit back and powerstrike smacking them. if you wanna compare gear so maybe you can search for improvements or something or discuss this more feel free to pm me. i solo with heavies also :) and have an amazing hybrid setup.
kaspir
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Warn: 10%
Apr 26 2012 12:34pm
Spears, tanks, dex charms and QD wherever I can get it.

75vita, rest into dex.. double strike and two hit back.

No heals, just shrines. Nice prof!
izParagonzi
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Joined: Apr 29 2006
Gold: 810.15
Apr 26 2012 04:40pm
Quote (SmokeyMcPot1990 @ Apr 27 2012 06:03am)
Well i too am an avid heavy weapon user. 2 hit back works better than retribution IMO because they both charge ON HITS taken but two hit back allows for more actions with heavies as it hits 2 monsters instead of one. :) SALVATION is the ULTIMATE SOLO SKILL you can use NO EE charms and heal for TONS. i also use power strike once i get two hit back to 46% it helps a ton at 55+ because i rarely town and those pesky eps get 1-2 shot with two hit back and powerstrike smacking them. if you wanna compare gear so maybe you can search for improvements or something or discuss this more feel free to pm me. i solo with heavies also :) and have an amazing hybrid setup.


1. TwoHitback is good once you have passed feeder, that is because as a feeder, it is like 6% / 10% etc per point.
... Also retribution kills 1 monster faster when facing 2-3... but I also like TwoHitBack when using Longswords because
... of the diverse range of dmg... either low or very high dmg.
2. Powerstrike, I just like the fundamentals of having 2 abilities charge up faster vs 2+ monsters compared to striking just 1 at a time.

I have tried the barb: Retribution / Healrage (48% both) and Salvation (36%) by level 55, worked a treat using Warhammers.


Quote (kaspir @ Apr 27 2012 06:34am)
Spears, tanks, dex charms and QD wherever I can get it.

75vita, rest into dex.. double strike and two hit back.

No heals, just shrines. Nice prof!


Yup... I am missing QD on my gear... when I can find or afford some... I would love to test it out.

Thank you both for some nice input... gives other readers a bit of diversity.

This post was edited by izParagonzi on Apr 26 2012 04:42pm
izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Apr 27 2012 12:54am
As you can see with a guardian, you can get good stats
for damage and survival compared to pretty much every other toon.

izHCMuleVI
Level 21 Guardian
Core: Hardcore
Life: 1568 / 1624
Mana: 1626 / 1626
Experience: 20,145,355
Strength: 76 <-- 46 from items
Dexterity: 11
Intelligence: 70
Vitality: 79 <-- 6 from charm

Rare fine alloy longsword
Level Req: 20
Damage: 42 to 425
+81% Enhanced Effect
+1% Magical Damage Reduction

Mystical fine alloy chain mail
Level Req: 20
Physical Defense: 24 to 60
Magical Defense: 0 to 23
+25 Strength
+1 Dexterity

+1 to 3 Mana per Attack

Legendary wild heal V
Level Req: 10
Heals: 8 to 82
Mana Cost: 37
+21 Strength
+6 Vitality
+18 Max Life
+2 Magic Luck
+1 Extra Equipment Slots
+1 to 5 Mana per Attack
+1% Life Steal

Arcane focused heal VII
Level Req: 20
Heals: 98 to 118
Mana Cost: 53
+71% Enhanced Effect
+3 Mana Regen
+1 to 3 Life per Kill
+1 to 13 Mana per Kill
+1% Armor Pierce
+2% Heal Mastery
izParagonzi
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Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Apr 28 2012 04:09am
@ level 55 I will have 58 int.. good enough I believe.

izHealthyLiving
Level 40 Monk

Core: Hardcore
Life: 2040 / 2870
Mana: 1675 / 1763
Experience: 39,228,802
Strength: 40
Dexterity: 105 <-- 40 from items
Intelligence: 43
Vitality: 77 <-- 7 from item

Rare diamond spear
Level Req: 40
Damage: 288 to 504
+51% Enhanced Effect
+7 Vitality

Rare nightshade padded robe
Level Req: 35
Physical Defense: 0 to 34
Magical Defense: 27 to 69
+10 Dexterity
+45% Heal Mastery


Magical wind VII
Level Req: 20
Spell Damage: 19 to 86
Mana Cost: 53
+30 Dexterity

Rare focused heal XI
Level Req: 40
Heals: 136 to 163
Mana Cost: 85
+80% Enhanced Effect
+1 Extra Equipment Slots

This post was edited by izParagonzi on Apr 28 2012 04:09am
izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Apr 29 2012 12:28am
Well... I don't have an MQ spear, but I chose to go with Survival over Killspeed:

izHealthyLiving
Level 55 Monk
Core: Hardcore
Life: 4200 / 4200
Mana: 2800 / 2800
Experience: 54,012,867
Strength: 40
Dexterity: 78 <-- +10 from item
Intelligence: 75 <-- +25 from item
Vitality: 75 <-- Hard Points

Magical ultimanium dagger
Level Req: 55
Damage: 161 to 282
+54% Enhanced Effect

Rare nightshade padded robe
Level Req: 35
Physical Defense: 0 to 34
Magical Defense: 34 to 85
+10 Dexterity
+45% Heal Mastery


Mystical fire XIV
Level Req: 55
Spell Damage: 71 to 190
Mana Cost: 109
+25 Intelligence
+1 to 6 Mana per Kill
+42% Heal Mastery

Rare focused heal XIV
Level Req: 55
Heals: 245 to 294
Mana Cost: 109
+106% Enhanced Effect
+3% Damage Return

Being able to heal like 360+ per normal cast is very effective.
It gives me more chances to charge up abilities and use less
time on regening or picking up shrines (wasting space)

40% Retribution (aids in more dmg vs one monster then dividing it by 2)
51% Salvation means I charge that little bit faster.

This post was edited by izParagonzi on Apr 29 2012 12:30am
izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Apr 30 2012 05:56am
Based on my items and starting feeder toons using pretty much exact items, these are what my stats could look like:

Melee/Healer Hybrids Concentrating On DMG (+ = items [69 total str] / @ = hard points [random])
0% Heal Mastery all toons.

Code
Lvl55      Barb        Fighter     Guardian
Str        @133+        119+       @118+
Dex          25          40          10
Int         @50         @49         @75
Vit         @75         @75         @75


Melee/Healer Hybrids Concentration On Heal (+ = items [36 str / 25 int] / @ = hard points [random])
42% Heal Mastery Barb/Fighter.

Code
Lvl55      Barb        Fighter     Guardian
Str        @100+         86+       @118+
Dex          25          40          10
Int         @75+        @74+        @75
Vit         @75         @75         @75


This post was edited by izParagonzi on Apr 30 2012 05:56am
izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
May 2 2012 03:56am
Just a generalisation of Monk @61 vs Samurai @ 61.

Only differences are:
1. Monk having better healing power (extra 45% HM) - Counters #3
2. Damage Stats: 84 (Monk) vs 89 (Samurai) BUT: +10 (Monk) vs +36 (Samurai) from items
3. Defense: Basically Samurai with Chain beats Monk hands down (lvl35 rove vs 55 chain)

Code
izHealthyLiving                          izParagonzi
Level 61 Monk                            Level 61 Samurai
Core: Hardcore                           Core: Hardcore
Life: 4650 / 4650                        Life: 4650 / 4650
Mana: 3100 / 3100                        Mana: 3100 / 3100
Experience: 60,030,997                   Experience: 60,812,369
Strength: 40                             Strength: 89 <-- +36 from item
Dexterity: 84 <-- +10 from item          Dexterity: 50
Intelligence: 75 <-- +25 from item       Intelligence: 75 <-- +25 from item
Vitality: 75 <-- Hard Points             Vitality: 75

Magical ultimanium dagger                Magical tempered diamond longsword
Level Req: 55                            Level Req: 45
Damage: 166 to 291                       Damage: 82 to 820
+54% Enhanced Effect                     +78% Enhanced Effect

Rare nightshade padded robe              Rare ultimanium chain mail
Level Req: 35                            Level Req: 55
Physical Defense: 0 to 34                Physical Defense: 47 to 119
Magical Defense: 34 to 85                Magical Defense: 0 to 47
+10 Dexterity                            +36 Strength
+45% Heal Mastery                        +7% Glancing Blow

Mystical fire XIV                        Mystical fire XIV
Level Req: 55                            Level Req: 55
Spell Damage: 71 to 190                  Spell Damage: 71 to 190
Mana Cost: 109                           Mana Cost: 109
+25 Intelligence                         +25 Intelligence
+1 to 6 Mana per Kill                    +1 to 6 Mana per Kill
+42% Heal Mastery                        +42% Heal Mastery

Rare focused heal XIV                    Rare focused heal XIV
Level Req: 55                            Level Req: 55
Heals: 245 to 294                        Heals: 245 to 294
Mana Cost: 109                           Mana Cost: 109
+106% Enhanced Effect                    +106% Enhanced Effect
+3% Damage Return                        +3% Damage Return


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