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izParagonzi
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Jun 21 2012 07:41pm
~@~ TANK / MELEE BASICS ~@~

"Can all toons be Melee or Tank or Both?"
"Yes & No... 1st off, you need the right gear, 2nd'ly Alchemists are NEVER melee"
"Lastly, all toons use "Character Class Specific" Items which can affect their effectiveness"
"Use this link to verify toon stats / equipment: http://ladderslasher.d2jsp.org/index.php?g=2 "
"Use this link to verify weapon ratio stats: http://ladderslasher.d2jsp.org/index.php?g=3 "


Tank Classes:
Definition: A character that will stand in front and be able to withstand a great deal of damage
Definition: Versatile = Most preferred, BUT, not necessary for certain characters.

Most Common: Barbarian [] Fighter [] Rogue [] Samurai [] Paladin [] Headhunter
BEST Versatile Tank Armor = Scale (Best Defense vs BOTH magical / physical damage) = ALL listed above, CAN USE
BEST Physical Tank Armor = Plate (High end defense) / Chain (Low end defense) = Rogue / Headhunter can NOT USE

Secondary Guardian (Mostly Tank/Healer)
BEST Physical Tank Armor = Plate (High end defense) / Chain (Low end defense)
Note: Guardian can only use HEAL type charms

Last Of All: Mage/Monk/Ninja/Warlock (Mostly Hardcore)
BEST Armor = Padded Robe (Better Physical Defense vs Robe)


Tank Build Basics:
Placement In Catacomb
= Basically you are either Front or Middle (if another tanker in group has Better enhanced effect armor, you will go middle or back)
Weapon
= Best Enhanced Effect
Armor
= Best Enhanced Effect
Main Charm Slot
= Highest Stat to the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25
ACC Charm Slot
= Best Enhanced Effect Heal (OPTIONAL, but comes in handy at times if solo'ing)
Stats Softcore
= Vitality 75 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25
Stats Hardcore
= Vitality 95 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25


Melee Classes:
Definition: A character that deals the best POSSIBLE damage with their gear and skills
Definition: Versatile = Used by all, BUT, not restricted.

Most Common: Barbarian [] Fighter [] Rogue [] Samurai [] Paladin [] Monk [] Ninja [] Headhunter
BEST Versatile Melee Armor = Robe or Padded Robe = ALL listed above, CAN USE.
Note: Using Robe or Padded Robe means that your toons will sit in the BACK row 90% of the time (you can move your toon front/middle or back)
Second Melee Armor = Leather or Scale = Monk [] Ninja can NOT USE
Last Melee Armor option = Plate / Chain Mail = Rogue [] Monk [] Ninja [] Headhunter can NOT USE
Note: Plate/Chain & Scale Melee armor = can have toon in middle or back, dependent group and other things

Secondary Guardian (Mostly Tank/Healer)
BEST Melee Armor = Plate / Chain (Can not use any other type of armor)
Note: Guardian can only use HEAL type charms / You can sit in back or middle depending on abilities also.

Last Of All: Mage/Warlock (Uncommon, but doable)
EITHER Armor = Robe or Padded Robe (again, sitting in back row)



Melee Build Basics:
Placement In Catacomb
= Basically in the REAR (some alterations based on armor type & Tier level in conjunction with abilities may make you go middle)
Weapon
= Best Enhanced Effect
Armor
= Highest Stat to the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25
Main Charm Slot
= Highest Stat to the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25
ACC Charm Slot
= Best Enhanced Effect Heal (OPTIONAL, but comes in handy at times if solo'ing)
Stats Softcore
= Vitality 50 - 60 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25
Stats Hardcore
= Vitality 75 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25


Weapon Choice:
This is one of those areas where it is really dependent on you and other factors like funds, SO, I am just going to state
what I believe to be the best to use based on optimum versatility (basically 3 sets of weapons)

Set 1:
Axe = Dex or Strength [] Usable by Barb/Fighter/Rogue/Paladin/Headhunter
Dagger = Dex [] Usable by Rogue/Mage/Samurai/Monk/Ninja
Staff = Dex [] Usable by Rogue/Mage/Monk/Warlock
Note: Axe / Dagger & Staff damage increases with Dexterity, thus, when creating a pure melee build, buy DEX robe or padded robe for optimisation.
..... Rogue is also the optimum character class to use with all those weapons, also note that they start off with 60 dexterity, but only 35 vitality
..... Vitality: add 25 = 60 [lvl16] / add 40 = 75 [lvl31] / add 60 = 95 [lvl51]

Set 2:
Axe = Dex or Strength [] Usable by Barb/Fighter/Rogue/Paladin/Headhunter
Sword = Strength [] Usable by Barb/Fighter/Rogue/Samurai/Ninja
Staff = Dex [] Usable by Rogue/Mage/Monk/Warlock
Note: Once again, Rogue = Optimum character class: Strength = 30

Personal Comment:
I have seen many people starting out and asking, "What is the best weapon to use on a [insert character class here]?"
My answer revolves around that character class starting stats in conjunction with the weapons they can use! Here is a list:


Code
Barbarian  [] Strength 60 [] Dexterity 25 = Club & Warhammer [Based on 90/10 Ratio]
Fighter    [] Strength 50 [] Dexterity 40 = Axe              [Based on 50/50 ratio]
Rogue      [] Strength 30 [] Dexterity 60 = Dagger           [Based on 10/90 ratio]
Magician   [] Strength 20 [] Dexterity 50 = Dagger           [Based on 10/90 ratio]
Guardian   [] Strength 30 [] Dexterity 10 = Club & Warhammer [Based on 90/10 Ratio]
Samurai    [] Strength 45 [] Dexterity 50 = Dagger           [Based on 10/90 ratio]
Paladin    [] Strength 55 [] Dexterity 30 = Club & Warhammer [Based on 90/10 Ratio]
Monk       [] Strength 40 [] Dexterity 65 = Dagger           [Based on 10/90 ratio]
Ninja      [] Strength 40 [] Dexterity 70 = Dagger           [Based on 10/90 ratio]
Warlock    [] Strength 15 [] Dexterity 45 = Staff            [Based on only usable weapon]
Headhunter [] Strength 55 [] Dexterity 75 = Axe & Battleaxe  [Based on ratio and only usable weapons]
Alchemist ---------- NO WEAPONS AT ALL


The list is my personal view, not necessarilly what I or you should use... if you are going to buy up Dex gear, then the weapon choice/toon choice will change!
also, some people ask "Is it better to use Heavy Weapons?" Basically, can you deal with the slowness of the weapon? Also, can other people stand it?...
I like them to be honest, but, if you want to be effective in a group, then it maybe better for you to use 1 handed weapons that only have a 1 second delay vs 2




~@~ BASIC ABILITIES ~@~
"What abilities should I be using?"
"Variables determine certain abilities to use, but the principle is based on your toon abilities"
"How many abilities can I use?"
"Maximum is three (3), you can use either 1, 2 or 3"

Chart Provided by Stok3d:



Melee / Tank Abilities [3-5 Person Group]:
Following is based on best number of monsters attacked in conjunction with % chance to charge up that ability:

Code
Common:
Barbarian =    Knockdown    Min 4pts = 58% [] Powerstrike Min 4pts = 36% [] Backstab     Min 4pts = 36% [] Level 55 (130%)
Fighter =      Knockdown    Min 4pts = 36% [] Powerstrike Min 4pts = 58% [] Backstab     Min 4pts = 36% [] Level 55 (130%)
Rogue =        Knockdown    Min 4pts = 36% [] Powerstrike Min 4pts = 36% [] Backstab     Min 4pts = 58% [] Level 55 (130%)
Samurai =      Multistrike  Min 4pts = 58% [] Backstab    Min 4pts = 36% [] Knockdown    Min 4pts = 36% [] Level 55 (130%)
Paladin =      Multistrike  Min 4pts = 36% [] *Healback   Min 4pts = 58% [] Knockdown    Min 4pts = 36% [] Level 55 (130%)
Headhunter =   Slapdash     Min 4pts = 58% [] Wildswing   Min 4pts = 58% [] Multistrike  Min 4pts = 36% [] Level 55 (152%)

Secondary Tank:
Guardian =     Knockdown    Min 5pts = 40% [] *Multiheal  Min 3pts = 48% [] Backstab     Min 4pts = 36% [] Level 55 (124%)

Uncommon Tank:
Monk =         CrossStrike  Min 4pts = 58% [] Multistirke Min 5pts = 40% [] Knockdown    Min 3pts = 27% [] Level 55 (125%)
Ninja =        Jumpattack   Min 4pts = 58% [] Multistrike Min 5pts = 40% [] CrossStrike  Min 3pts = 27% [] Level 55 (125%)
Warlock =      *Multicast   Min 4pts = 58% [] *Piercecast min 4pts = 36% [] *Multiheal   Min 4pts = 36% [] Level 55 (130%)


Note: Paladin/Monk = You can choose either Backstab or Knockdown. IF you want just dmg on Paladin,
then you can ignore Healback and replace with Backstab, just remember only 36% = Total 118%

Note* These abilities may either Charge differently OR you may have to use a Healing Charm in your ACC slot.


Melee / Tank Abilities [1-2 Person Group]:
This section revolves more around solo'ing or 2 person group, only difference in the speed of the climb, is the quality of the gear, if
killing speed is good, then less healing is required, BUT, healing can be required to reduce your regen times and other factors.

There can be a big difference here with stat placement based on the quality of your equipment.

Poor to Slightly Above Average Equipment:

Stats Softcore
= Vitality 75 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25
Stats Hardcore
= Vitality 95 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25

Above Average to Great Equipment:

Stats Softcore
= Vitality 60 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25
Stats Hardcore
= Vitality 75 MINIMUM Rest goes into the Highest Weapon Ratio Stat... example: Sword Ratio Strength 75 / Dexterity 25


Basic Solo Tank Abilities:
Most Common Tank:
... Barb, Fighter & Rogue: 2 Main Abilities = Powerstrike / Knockdown (Maybe 3rd option for Fighter & Barb: Retribution)
... Guardian: 3 Abilities = Powerstrike / Knockdown & Salvation (2 base points in Salvation)
... Samurai: 3 Abilities = TwoHitBack / Powerstrike & Retribution (or Salvation)
... Paladin: 2 Abilities = Powerstrike / Healback & Revenge (2 base points in Revenge)
... Headhunter: 3 Abilities = Wildswing / Slapdash / TwoHitBack

Uncommon Tank: (but achievable with some good effect)
Note: Stat wise, these two classes are better melee/healers than Monk & Ninja, based on Int/Dex ratios.
... Mage: 2 Abilities = Salvation / Retribution
... Monk: 3 Abilities = TwoHitBack / Doublestrike / Salvation
... Ninja: 3 Abilities = Jumpattack / TwoHitBack / Salvation
... Warlock: 2 Abilities = TwoHitBack / Salvation
End Note: These abilities have not changed much, that is because they are robed characters and will take dmg more often than Medium/Heavy Armor weilders.



Basic Solo Melee Abilities:
NOTE: When you are NOT using Heal Mastery items, you DO need <=70% ee on your heal charms and <=50 base intelligence.
Even when using Salvation (based on sustainability and less regen time if you do NOT have shrines or want to buy them)

Most Common Melee:
... Barb, Rogue & Guardian: 2 Main Abilities = Retribution / Salvation (with Barb/Guardian, you can also choose a 3rd option: Powerstrike)
... Fighter: 3 Abilities = Retribution / Salvation & Powerstrike
... Samurai: 3 Abilities = TwoHitBack / Retribution & Salvation
... Paladin: 2 Abilities = TwoHitBack / Salvation (Healback when using EE armor, and also choose 3rd ability Powerstrike)
... Monk: 3 Abilities = TwoHitBack / Doublestrike / Salvation
... Ninja: 3 Abilities = Jumpattack / TwoHitBack / Salvation
... Headhunter: 3 Abilities = Wildswing / Slapdash / TwoHitBack
... ... Note: Wildswing / Slapdash attacks a RANDOM amount of monsters on screen... from 1-9 (thanks to Smokey for PM'ing this info)

Uncommon Melee: (but achievable with some good effect)
Note: Stat wise, these two classes are better melee/healers than Monk & Ninja, based on Int/Dex ratios.
... Mage: 2 Abilities = Salvation / Retribution
... Warlock: 2 Abilities = TwoHitBack / Salvation

Heavy Weapon Users ONLY (excluding Quick Draw)
The only abilities that you require, are the ones that charge up by "HIT TAKEN".
IMPORTANT: Feeder (Retribution/Salvation) / Samurai + (TwoHitBack/Salvation) OR... IF your weapon is =< than 75% ee... USE Retribution instead of TwoHitBack.
Reason: Simple, there is a 100-150% faster chance to charge up those abilities (vs 2-3 monsters) and 50% faster chance vs 1 monster
compared to "Charges with Weapon" abilities.

Q: Why use Powerstrike?
A: Great Damage output, very good vs Strong Evil Presence, and if using weapons with less than 75% enhanced effect

Q: Why use Retribution?
A: Again, same as powerstrike, also, it has a faster chance to charge up when facing more than 1 monster.

Q: Why use Salvation? / Why use Salvation over Healback after passing Paladin?
A: This is more of a personal comment based on solo'ing 98% of the time with junk-average gear.
... Salvation can be used on a person (front/middle or back), Healback (Back row only), also when using stat armor, you
... take more hits, so you are charging up effectively at the same rate, IF not faster vs 2+ monsters. As a Paladin, I would
... still use Salvation UNLESS I am using >= 75% ee armor, then I will use Healback.

_______________

End Note: Thanks to the community for their great support in helping me get this guide to where it is now


izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Jul 11 2012 06:58pm
Just notice an error...

Basic Solo Melee Abilities:
NOTE: When you are NOT using Heal Mastery items, you DO need <=70% ee on your heal charms and <=50 base intelligence.
Even when using Salvation (based on sustainability and less regen time if you do NOT have shrines or want to buy them)

It should read like this:

When you are NOT using Heal Mastery items, you DO need to have
> (greater than) or = 70% ee on your heal charms AND
> (greater than) or = 50 base intelligence.
Even when using Salvation
izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Jul 22 2012 06:09pm
Also :bouncy: for this one.
izParagonzi
Group: Member
Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Aug 16 2012 04:29pm
Also :bouncy: for this one.
izParagonzi
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Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Sep 15 2012 01:58am
There are some Technical information that I am collating to add in my next :bouncy:
Kalms
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Sep 29 2012 10:21pm
free bump to stop a good topic dying :)
izParagonzi
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Joined: Apr 29 2006
Gold: 810.15
Nov 8 2012 11:43pm
Quote (izParagonzi @ Sep 15 2012 08:58pm)
There are some Technical information that I am collating to add in my next :bouncy:


Followed from a PM in which case I will be doing more tests on the following mods (technical) that will be useful to Tank / Melee

Quote (implite @ Aug 28 2012 01:26pm)

I saw that you made a very nice tanker guide but you didnt talk about many of these attributes and as a tanker I think that these shouldnt be over looked.

I put these in the order that I found must usefull, but lmk what you think please cause I feel that they should be added to your guide do to the nice bonuses that they will add to the person using them.

Tanker Attribute Priority:
Max Life -> Parry -> Critical Flux -> Vitality -> Glancing blow -> Physical Damage Reduction -> Magical Damage Reduction -> Intelligence -> Damage Return -> Mana skin

Non Tanker (or melee) Attribute Priority:
Strength -> Dexterity -> Armor pierce -> Critical strike -> Power Shot -> Quick Draw -> Life steal -> Life per Attack -> Experience Gained
izParagonzi
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Posts: 35,701
Joined: Apr 29 2006
Gold: 810.15
Dec 4 2012 12:09am
:bouncy:
SmokeyMcPot1990
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Dec 13 2012 02:15pm
Quote (izParagonzi @ Nov 9 2012 12:43am)
Followed from a PM in which case I will be doing more tests on the following mods (technical) that will be useful to Tank / Melee


Vita int party are the most useful. Max life becomes obsolete after lvl 10 as you're increasing vita anyway it boosts your life alot. its better to have overall higher defense than some of the mods though.

Great guide Rex if u need help on writing more shoot me a pm. We can discuss it.
izParagonzi
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Joined: Apr 29 2006
Gold: 810.15
Dec 29 2012 07:37pm
:bouncy:
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