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Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
Apr 24 2020 05:29pm
Quote (NormanBates @ Apr 22 2020 09:38am)
good, i never thought that the game was so slow progressing but i guess its the nature of the beast.

i got a hc ls char level 10 the other day tho :)

and revived a bunch of expired d2 accounts/chars and looked at all the useless junk on them lol


:) Well, I got on here today with the intention of playing, then I read some topics (not this post) and decided... hmm, think I will go back to IQ Test and watch the rest of Nikita (even though I have watched the series like 5 times already.)
Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
Apr 25 2020 04:39pm
Actually got to level up Paladin 5 levels this time... so both Paladins @ 65 ... will work on more later on... :D
Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
Apr 26 2020 10:49pm
Okay... now I have 3 Paladins all @ level 65... need to get one to MQ level so I can start organising all my gear again and get some playing structure. Anyway... below information is only there for me to do upgraded Guides I have previously done.





Guardian: Best Build Option as Tank / Healer based on starting Vitality / Intelligence stats as well as Abilities being healing.
Restricted to using Chain / Plate and Healing Charms ONLY
Weapons: Club and All Heavy Weapons.
Starting Stats: 30 Strength / 10 Dexterity / 55 Intelligence / 55 Vitality

Following information referring to build and items to use

Guardian Solo Heavy Weapon Build:
Note: If your gear has a combined 20% or more Quick Draw, it can interrupt your next action whether it is Healing or Exiting game.

Stats:
... 75-90 Vitality / 50-75 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 Intelligence armor for some of those dicey EPs that cast dmg.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: Stat plus HM are better, or Dual stat damage / intelligence 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%

Guardian Group Melee Build:
Note: This character will most likely be in the BACK row unless requested for Middle (dependent on group setup)

Stats:
... 75 Vitality : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Note: Ask group whether they are exploring (if so what level from / to) and ask them IF you need more than 75 Vitality.
Weapons: preferably 100% or more Enhanced Effect
... Club (90str/10dex ratio) | 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.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: Dual Damage Stat are better, or Dual stat damage / intelligence &/or Vitality for defense.
ACC Slot Charms:
Note: Using enhanced effect heal type charm can come in handy to backup caster / healer in group IF needed.
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities: Full Group 1
... Knockdown: 10% / 19% / 27% / 34% / 40% (total 5 points = level 20 achieved)
... Bottomsup: 10% / 19% / 27% / 34% / 40% (total 5 points = level 45 achieved with Knockdown)
... Note: Increase any ability to help with faster charge rate for damage. Third Ability = Backstab, problem is that you will be level 70 by the time you get to 40% charge.
Abilities: Full Group 2:
... Multistrike: 06% / 12% / 17% / 22% / 27% / 31% / 35% / 39% (total 5 8 points = level 35 achieved)
... Knockdown: 10% / 19% / 27% / 34% (total 5 4 points = level 55 achieved with Multistrike)
... Note : You can choose Multistrike all the way to level 55 for 52%


Guardian Melee / Tank Build (Solo or Group):
Note: Your position in group is Front. Concentrate on damage while tanking.

Stats:
... 75-95 Vitality (Core & Gear related) : Rest of the points towards your MQ Weapon Ratio Highest Stat
Weapons: preferably 100% or more Enhanced Effect and Club being main weapon.
... Club (90str/10dex ratio) | 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: 100% Enhanced Effect or more.
... Plates/Chain Mail as stated 100% or more enhanced effect and within the Tier Level of your toon Level.
... Note: Enhanced Effect and damage stat combination armor is better.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: If you do NOT have any Damage stat charms, you can use Vitality &/or Intelligence charm here for defense.
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: Full Group 1:
... Knockdown: 10% / 19% / 27% / 34% / 40% (total 5 points = level 20 achieved)
... Bottomsup: 10% / 19% / 27% / 34% / 40% (total 5 points = level 45 achieved with Knockdown)
... Note: Increase any ability to help with faster charge rate for damage. Third Ability = Backstab, problem is that you will be level 70 by the time you get to 40% charge.
Abilities: Full Group 2:
... Multistrike: 06% / 12% / 17% / 22% / 27% / 31% / 35% / 39% (total 5 points = level 35 achieved)
... Knockdown: 10% / 19% / 27% / 34% (total 5 points = level 55 achieved with Multistrike)
... Note : You can opt for only Multistrike = 52% @ level 55
Abilities: Solo:
... Salvation: 20% / 36% / 48% (total 3 points = level 10 achieved)
... Powerstrike: 10% / 19% / 27% / 34% / 40% (total 5 points = level 35 achieved with Salvation)
... Retribution: 10% / 19% / 27% / 34% (total 4 points = level 55 achieved with Salvation & Powerstrike)
... Note: Increase any ability to help with faster charge rate for damage or healing.

Guardian Melee / Heal Build (Solo / Group):
Note: Group dynamic, role, positioning and gear availability lead to many variations. The following information will be Basic:

Solo 1: = Using Stat Armor
... Stats: 75 (SC) | 95 (HC) Vitality / 75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Weapon: 100% Enhanced Effect or more Club. (Heavy Weapons refer to Guardian Heavy Weapon build)
... Armor: Chain or Plate: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat will suffice ensure Tier level is the same as toon level
... Main Charm: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat or 50+ Intelligence will suffice
... Acc Slot: 85% Enhanced Effect or more healing type charm. Preferably Focus or Regular, otherwise 100% enhanced effect or more Wild Heal.
... Abilities: You can choose which ones to increase first and which needs improvement after level 55
... ... Salvation 20% / 36% / 48% / 58% / 66% = 5 points = Level 20
... ... Retribution 10% / 19% / 27% / 34% / 40% / 46% / 51% = 7 points = level 55 including Salvation
... END NOTE: if you are finding it hard to heal more life than damage being taken, either increase Salvation or switch your Heal charm to Main Slot ONLY if you are NOT using +50 or more Intelligence in main slot, as it won't make a difference in heal capacity.

Solo 2: = Using Enhanced Effect Armor
... Stats: 75 (SC) | 95 (HC) Vitality / 75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Weapon: 100% Enhanced Effect or more Club. (Heavy Weapons refer to Guardian Heavy Weapon build & Armor info below)
... Armor: Chain or Plate: 100% Enhanced Effect or more. Combination of Strength / Intelligence or Heal Mastery is best. Ensure Tier level is the same as toon level
... Main Charm: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat or 50+ Intelligence will suffice
... Acc Slot: 85% Enhanced Effect or more healing type charm. Preferably Focus or Regular, otherwise 100% enhanced effect or more Wild Heal.
... Abilities: You can choose which ones to increase first and which needs improvement after level 55
... ... Salvation 20% / 36% / 48% / 58% / 66% = 5 points = Level 20
... ... Powerstrike 10% / 19% / 27% / 34% / 40% / 46% / 51% = 7 points = level 55 including Salvation
... END NOTE: if you are finding it hard to heal more life than damage being taken, either increase Salvation or switch your Heal charm to Main Slot ONLY if you are NOT using +50 or more Intelligence in main slot, as it won't make a difference in heal capacity.
__________________________
Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
Apr 27 2020 09:12pm
Paladins: 3 @ 65 & 1 @ 35 ... get back to that one later on.
Member
Posts: 50,149
Joined: Sep 20 2007
Gold: 81,680.73
Apr 27 2020 11:58pm
Quote (izParagonzi @ Apr 27 2020 11:12pm)
Paladins: 3 @ 65 & 1 @ 35 ... get back to that one later on.


Good luck Rex. Kick Murphy in the balls for me on your way by!
Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
Apr 28 2020 02:59am
Quote (jlhromeo @ Apr 28 2020 05:58pm)
Good luck Rex. Kick Murphy in the balls for me on your way by!


Thanks. You know what, each time I have kicked Murphy nuts, the less he seems to bend over for the kick in the rear as I pass by, then he just has to stick it out at the most inappropriate times just to get another kick... :D
Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
Apr 28 2020 03:53am
~@~ Guardian ~@~


WARNING: It is advisable that a Beginner should not play this class due to the high "Restriction" in gear.

*HINT* If you want to begin with this "Class":
#1 Once you create your Guardian, also create a Barbarian Mule.
#2 Re-roll your Barbarian click on him again and Select Barbarian
#3 With Barbarian, go to town, click Marketplace, Transfer and click on Guardian and send him the Armor.
Note: Guardian will start with Tier I Armor as well as the starting Club & Heal charm.

Gear & Stats:

Weapons: Club and All Heavy Weapons.
Charms: ONLY Heal type.
Stats: 30 Strength / 10 Dexterity / 55 Intelligence / 55 Vitality

Guardian Builds
Following information referring to build and items to use



WILL CONTINUE WITH THIS GUIDE AT A LATER TIME




Guardian Melee / Tank Build (Solo or Group):
Note: Your position in group is Front. Concentrate on damage while tanking.

Stats:
... 75-95 Vitality (Core & Gear related) : Rest of the points towards your MQ Weapon Ratio Highest Stat
Weapons: preferably 100% or more Enhanced Effect and Club being main weapon.
... Club (90str/10dex ratio) | 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: 100% Enhanced Effect or more.
... Plates/Chain Mail as stated 100% or more enhanced effect and within the Tier Level of your toon Level.
... Note: Enhanced Effect and damage stat combination armor is better.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: If you do NOT have any Damage stat charms, you can use Vitality &/or Intelligence charm here for defense.
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: Full Group 1:
... Knockdown: 10% / 19% / 27% / 34% / 40% (total 5 points = level 20 achieved)
... Bottomsup: 10% / 19% / 27% / 34% / 40% (total 5 points = level 45 achieved with Knockdown)
... Note: Increase any ability to help with faster charge rate for damage. Third Ability = Backstab, problem is that you will be level 70 by the time you get to 40% charge.
Abilities: Full Group 2:
... Multistrike: 06% / 12% / 17% / 22% / 27% / 31% / 35% / 39% (total 5 points = level 35 achieved)
... Knockdown: 10% / 19% / 27% / 34% (total 5 points = level 55 achieved with Multistrike)
... Note : You can opt for only Multistrike = 52% @ level 55
Abilities: Solo:
... Salvation: 20% / 36% / 48% (total 3 points = level 10 achieved)
... Powerstrike: 10% / 19% / 27% / 34% / 40% (total 5 points = level 35 achieved with Salvation)
... Retribution: 10% / 19% / 27% / 34% (total 4 points = level 55 achieved with Salvation & Powerstrike)
... Note: Increase any ability to help with faster charge rate for damage or healing.

Guardian Melee / Heal Build (Solo / Group):
Note: Group dynamic, role, positioning and gear availability lead to many variations. The following information will be Basic:

Solo 1: = Using Stat Armor
... Stats: 75 (SC) | 95 (HC) Vitality / 75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Weapon: 100% Enhanced Effect or more Club. (Heavy Weapons refer to Guardian Heavy Weapon build)
... Armor: Chain or Plate: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat will suffice ensure Tier level is the same as toon level
... Main Charm: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat or 50+ Intelligence will suffice
... Acc Slot: 85% Enhanced Effect or more healing type charm. Preferably Focus or Regular, otherwise 100% enhanced effect or more Wild Heal.
... Abilities: You can choose which ones to increase first and which needs improvement after level 55
... ... Salvation 20% / 36% / 48% / 58% / 66% = 5 points = Level 20
... ... Retribution 10% / 19% / 27% / 34% / 40% / 46% / 51% = 7 points = level 55 including Salvation
... END NOTE: if you are finding it hard to heal more life than damage being taken, either increase Salvation or switch your Heal charm to Main Slot ONLY if you are NOT using +50 or more Intelligence in main slot, as it won't make a difference in heal capacity.

Solo 2: = Using Enhanced Effect Armor
... Stats: 75 (SC) | 95 (HC) Vitality / 75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Weapon: 100% Enhanced Effect or more Club. (Heavy Weapons refer to Guardian Heavy Weapon build & Armor info below)
... Armor: Chain or Plate: 100% Enhanced Effect or more. Combination of Strength / Intelligence or Heal Mastery is best. Ensure Tier level is the same as toon level
... Main Charm: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat or 50+ Intelligence will suffice
... Acc Slot: 85% Enhanced Effect or more healing type charm. Preferably Focus or Regular, otherwise 100% enhanced effect or more Wild Heal.
... Abilities: You can choose which ones to increase first and which needs improvement after level 55
... ... Salvation 20% / 36% / 48% / 58% / 66% = 5 points = Level 20
... ... Powerstrike 10% / 19% / 27% / 34% / 40% / 46% / 51% = 7 points = level 55 including Salvation
... END NOTE: if you are finding it hard to heal more life than damage being taken, either increase Salvation or switch your Heal charm to Main Slot ONLY if you are NOT using +50 or more Intelligence in main slot, as it won't make a difference in heal capacity.

Guardian Solo Heavy Weapon Build:
Note: If your gear has a combined 20% or more Quick Draw, it can interrupt your next action whether it is Healing or Exiting game.

Stats:
... 75-90 Vitality / 50-75 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 Intelligence armor for some of those dicey EPs that cast dmg.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: Stat plus HM are better, or Dual stat damage / intelligence 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%

Guardian Group Melee Build:
Note: This character will most likely be in the BACK row unless requested for Middle (dependent on group setup)

Stats:
... 75 Vitality : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Note: Ask group whether they are exploring (if so what level from / to) and ask them IF you need more than 75 Vitality.
Weapons: preferably 100% or more Enhanced Effect
... Club (90str/10dex ratio) | 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.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: Dual Damage Stat are better, or Dual stat damage / intelligence &/or Vitality for defense.
ACC Slot Charms:
Note: Using enhanced effect heal type charm can come in handy to backup caster / healer in group IF needed.
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities: Full Group 1
... Knockdown: 10% / 19% / 27% / 34% / 40% (total 5 points = level 20 achieved)
... Bottomsup: 10% / 19% / 27% / 34% / 40% (total 5 points = level 45 achieved with Knockdown)
... Note: Increase any ability to help with faster charge rate for damage. Third Ability = Backstab, problem is that you will be level 70 by the time you get to 40% charge.
Abilities: Full Group 2:
... Multistrike: 06% / 12% / 17% / 22% / 27% / 31% / 35% / 39% (total 5 8 points = level 35 achieved)
... Knockdown: 10% / 19% / 27% / 34% (total 5 4 points = level 55 achieved with Multistrike)
... Note : You can choose Multistrike all the way to level 55 for 52%


__________________________

This post was edited by izParagonzi on Apr 28 2020 03:59am
Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
Apr 28 2020 08:39pm
~@~ Guardian ~@~


WARNING: It is advisable that a Beginner should not play this class due to the high "Restriction" in gear.

"TIP(s)" If you want to begin with this "Class". 'With' or 'Without' FG, read further.

'With':
Create your Guardian, go to town and purchase the BEST Tier III Club / Armor / Main Charm (depending on build) that you can afford.

'Without':
#1 Once you create your Guardian, also create a Barbarian Mule.
#2 Re-roll your Barbarian click on him again and Select Barbarian
#3 With Barbarian, go to town, click Marketplace, Transfer and click on Guardian and send him the Armor.
Note: Guardian will now have an Armor to go with the starting Club & Heal charm.

Gear & Stats:

Weapons: Club and All Heavy Weapons.
Charms: Heal type ONLY.
Stats: 30 Strength / 10 Dexterity / 55 Intelligence / 55 Vitality

#1 The Typical Build:
This build can be good in a "Group" and "Solo". However the "DPS" is lower than other classes like Barbarian, Fighter etc.

Weapon: Best Enhanced Effect
Armor: Best Enhanced Effect
Main Charm: Highest Stat for your Weapon (Club : Strength)
ACC Charm: Highest Enhanced Effect Heal type. (Focus & Regular are the norm, Wild Heal is cheap.)
TIP(s): Class level & Tier level of Weapon & Armor is based on the best Damage / Defense total shown 'Character Screen" or when hovering over them from your inventory. ACC charm is optional in "Group", but required for "Solo"

Abilities: Choice of 1-3 from ANY Class (Penalties apply off Class & unlocked).
Group: Multistrike #1 (5pts = 39% @ lvl 35 or 8pts = 52% @ lvl 55) ... Knockdown #2 (Optional: 4pts = 34%) ... Powerstrike #3 (Optional: Can replace Knockdown, but with less % to charge up)
Note: Knockdown/Powerstrike - if selected, you choose when. At start or at level 40 or 60?
Solo:


WILL CONTINUE WITH THIS GUIDE AT A LATER TIME




Guardian Melee / Tank Build (Solo or Group):
Note: Your position in group is Front. Concentrate on damage while tanking.

Stats:
... 75-95 Vitality (Core & Gear related) : Rest of the points towards your MQ Weapon Ratio Highest Stat
Weapons: preferably 100% or more Enhanced Effect and Club being main weapon.
... Club (90str/10dex ratio) | 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: 100% Enhanced Effect or more.
... Plates/Chain Mail as stated 100% or more enhanced effect and within the Tier Level of your toon Level.
... Note: Enhanced Effect and damage stat combination armor is better.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: If you do NOT have any Damage stat charms, you can use Vitality &/or Intelligence charm here for defense.
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: Full Group 1:
... Knockdown: 10% / 19% / 27% / 34% / 40% (total 5 points = level 20 achieved)
... Bottomsup: 10% / 19% / 27% / 34% / 40% (total 5 points = level 45 achieved with Knockdown)
... Note: Increase any ability to help with faster charge rate for damage. Third Ability = Backstab, problem is that you will be level 70 by the time you get to 40% charge.
Abilities: Full Group 2:
... Multistrike: 06% / 12% / 17% / 22% / 27% / 31% / 35% / 39% (total 5 points = level 35 achieved)
... Knockdown: 10% / 19% / 27% / 34% (total 5 points = level 55 achieved with Multistrike)
... Note : You can opt for only Multistrike = 52% @ level 55
Abilities: Solo:
... Salvation: 20% / 36% / 48% (total 3 points = level 10 achieved)
... Powerstrike: 10% / 19% / 27% / 34% / 40% (total 5 points = level 35 achieved with Salvation)
... Retribution: 10% / 19% / 27% / 34% (total 4 points = level 55 achieved with Salvation & Powerstrike)
... Note: Increase any ability to help with faster charge rate for damage or healing.

Guardian Melee / Heal Build (Solo / Group):
Note: Group dynamic, role, positioning and gear availability lead to many variations. The following information will be Basic:

Solo 1: = Using Stat Armor
... Stats: 75 (SC) | 95 (HC) Vitality / 75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Weapon: 100% Enhanced Effect or more Club. (Heavy Weapons refer to Guardian Heavy Weapon build)
... Armor: Chain or Plate: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat will suffice ensure Tier level is the same as toon level
... Main Charm: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat or 50+ Intelligence will suffice
... Acc Slot: 85% Enhanced Effect or more healing type charm. Preferably Focus or Regular, otherwise 100% enhanced effect or more Wild Heal.
... Abilities: You can choose which ones to increase first and which needs improvement after level 55
... ... Salvation 20% / 36% / 48% / 58% / 66% = 5 points = Level 20
... ... Retribution 10% / 19% / 27% / 34% / 40% / 46% / 51% = 7 points = level 55 including Salvation
... END NOTE: if you are finding it hard to heal more life than damage being taken, either increase Salvation or switch your Heal charm to Main Slot ONLY if you are NOT using +50 or more Intelligence in main slot, as it won't make a difference in heal capacity.

Solo 2: = Using Enhanced Effect Armor
... Stats: 75 (SC) | 95 (HC) Vitality / 75 Intelligence : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Weapon: 100% Enhanced Effect or more Club. (Heavy Weapons refer to Guardian Heavy Weapon build & Armor info below)
... Armor: Chain or Plate: 100% Enhanced Effect or more. Combination of Strength / Intelligence or Heal Mastery is best. Ensure Tier level is the same as toon level
... Main Charm: Strength Stat with either Intelligence or Heal Mastery combination is best, but Strength Stat or 50+ Intelligence will suffice
... Acc Slot: 85% Enhanced Effect or more healing type charm. Preferably Focus or Regular, otherwise 100% enhanced effect or more Wild Heal.
... Abilities: You can choose which ones to increase first and which needs improvement after level 55
... ... Salvation 20% / 36% / 48% / 58% / 66% = 5 points = Level 20
... ... Powerstrike 10% / 19% / 27% / 34% / 40% / 46% / 51% = 7 points = level 55 including Salvation
... END NOTE: if you are finding it hard to heal more life than damage being taken, either increase Salvation or switch your Heal charm to Main Slot ONLY if you are NOT using +50 or more Intelligence in main slot, as it won't make a difference in heal capacity.

Guardian Solo Heavy Weapon Build:
Note: If your gear has a combined 20% or more Quick Draw, it can interrupt your next action whether it is Healing or Exiting game.

Stats:
... 75-90 Vitality / 50-75 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 Intelligence armor for some of those dicey EPs that cast dmg.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: Stat plus HM are better, or Dual stat damage / intelligence 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%

Guardian Group Melee Build:
Note: This character will most likely be in the BACK row unless requested for Middle (dependent on group setup)

Stats:
... 75 Vitality : Rest of the points towards your MQ Weapon Ratio Highest Stat
... Note: Ask group whether they are exploring (if so what level from / to) and ask them IF you need more than 75 Vitality.
Weapons: preferably 100% or more Enhanced Effect
... Club (90str/10dex ratio) | 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.
Main Charms:
... Heal Type ONLY with Stats to suit your Weapons Ratio.
... Note: Dual Damage Stat are better, or Dual stat damage / intelligence &/or Vitality for defense.
ACC Slot Charms:
Note: Using enhanced effect heal type charm can come in handy to backup caster / healer in group IF needed.
... Focus Heals (1st option) / Regular Heals (2nd option) with 80% or more Enhanced Effect as long as Tier Lvl = Toon Lvl
Abilities: Full Group 1
... Knockdown: 10% / 19% / 27% / 34% / 40% (total 5 points = level 20 achieved)
... Bottomsup: 10% / 19% / 27% / 34% / 40% (total 5 points = level 45 achieved with Knockdown)
... Note: Increase any ability to help with faster charge rate for damage. Third Ability = Backstab, problem is that you will be level 70 by the time you get to 40% charge.
Abilities: Full Group 2:
... Multistrike: 06% / 12% / 17% / 22% / 27% / 31% / 35% / 39% (total 5 8 points = level 35 achieved)
... Knockdown: 10% / 19% / 27% / 34% (total 5 4 points = level 55 achieved with Multistrike)
... Note : You can choose Multistrike all the way to level 55 for 52%
_____________________________

Excess info... may use later on:

Guardian Builds
Following information referring to build and items to use

Member
Posts: 14,978
Joined: Apr 14 2007
Gold: 20,849.67
May 2 2020 05:45pm
good work rex!
Member
Posts: 38,137
Joined: Apr 29 2006
Gold: 8,743.93
May 3 2020 02:58pm
Quote (NormanBates @ May 3 2020 11:45am)
good work rex!


Thanks... been off for a few days, just came on to check out if anything new and then back to Anime again... :D
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