12-23-2004, 04:48 PM
(This post was last modified: 12-23-2004, 05:27 PM by Occhidiangela.)
SillyPutty,Dec 21 2004, 10:50 PM Wrote:This is my hobo javazon guide. I hope you enjoy it!Hi:
SillyPuttyâs Javazon Guide
*snip*
Thanks for the effort you put into this rough draft guide. I agree with your premise that a shopping list guide aimed a high end items may be of little help to Single Player folks and to those who don't trade or twink. :whistling:
The Lurker Lounge "About" page provides the guiding principle behind guides here:
Quote:As for hosted strategy, the Lurker Lounge hosts strategy articles by various authors, with a large emphasis on quality and not quantity.
To assist you in your efforts to provide a quality guide . . .
1. Do you assume the build goes to level 75, 80, 85, 90, 95, or 99?
One can typically "win" the game by level 80 - 85, depending on the size of the games you are in or the size of the party you typically play with. Take level 80 for example. You will get 79 level ups for a total of 79 skill points and 12 more from quests by the time you get into Act V, 91 skill points, and 395 stat points (+ 15 from three Lam Essen't Tomb quests) for 410 total.
Using those figures as a "budget" lay out what and why you suggest the skill and stat point assignments, hardcore and soft. That helps the guide reader understand the why as well as the what.
Address how you deal with dual immunes, and triple immunes. They crop up. What's your plan?
2. Make a recommendation for or against Decoy and Valk. Other passive and magic skills are likewise worth a comment. For example, Inner Sight decreases enemy Defense. If you have a few plus skills items equipped, which most of us stumble across during the course of play, a levl 5 Inner Sight reduces defense rating for any enemy by 140. This may temper your suggestion to max Penetrate, which after an initial +35% to AR, yields +10% per point.
In the 1.10 version of the game, any build is most effective by taking advantage of synergies: skill point budgeting is thus an important consideration. Take a look at the DR for Hell Difficulty beasts and compare to putting points into Penetrate, or a few in both, or one and trust +skills on the rest. )
Slow Missile is particularly handy in HC for making spell and missile attacks easier to see and avoid. You mention HC. In your view, how does skill choice differ between HC and regular? What tradeoffs do you have to make?
3. Discuss who or why not on picking a mercenary, and what attributes will help your standard Javazon depending on the build.
These suggestions are made to help you sculpt your guide toward being of greater utility to a player who has never played a Javazon.
I also suggest you investigate
Chippydip's Skill Calcluator
and show a few examples and comparisons of how the Poison and Lightning skills damage foes.
4. Since you mention Hard Core, address how the Javazon deals with patricularly troublesome monsters.
Example: Undead Stygian dolls
What is your approach to surviving their "nuisance bitch rat from Hell on crack" challenge to a Javazon with or with out a Merc? A Decoy? A Valk?
Thanks again.
Occhi
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete