HC Javazon: Irritation with Synergies

BlackAurora

Diabloii.Net Member
HC Javazon: Irritation with Synergies

If you're wondering why I'm posting this here, it's mainly because I play HC, but also because I didn't find anything adressing my questions in the first 6 pages of the Amazon (mostly SC) forums. So here goes:

I'm building a javazon and yes, I am in search of advice and/or a place to share my gripes with the confounded skill tree. It used to be simple: just max the skill that was best on the tree! (I.E. LF or GA or Multi etc.). However with synergies now, I'm left scrambling, looking for builds that are clear-cut even with synergies (I.E. Hammerdin/BlizzSorc/WindDruid). As of right now I know almost nothing about Javazon's or their effectiveness in 1.10. What is irritating me is that LF and all these 'supposedly-good' lightning skills have FOUR synergies, all affecting either 1% to LF or 8% to LS :grrr: . And I can't max all of those, because I need passives, right? Max Valk I heard is really good in 1.10, so I'm left bewildred. I will be going pure javazon, no hybrid for me, but will be getting the top-notch gear for survivability (this is HC). So far, this is my knowledge base:

Stats:

Strength: enough for optimal gear (with bonuses on).
Dexterity: enough for Max block or optimal gear (whichever's more).
Vitality: the rest.
Energy: base.

Skills (clueless):

So, one in jab as pre-requisite and for melee killing? (1.09 experience). Don't know there, perhaps it's not used, only a prerequisite? I've heard Plague javalin can be nice with a maxed Poison javalin, but this leaves nothing for LF synergies. LF is maxed presumably, but for synergies, I'm COMPLETELY lost. 1% from everything, VERY IRRITATING for a perfectionist like me. I can't possibly achieve max dmg with this skill without burning up 100 points+. So, what's the popular take on this predicament? I would really like to know if Javazon's use Jab still for melee, or if they max it or who knows what. And lightning strike, any good? I'm lost again :grrr: . As for passives, with a maxed valk for tank and since she can use my dodge skills now, I'm thinking balanced dodging skills. As for crit strike/pierce/AR boost, lost again T_T.

So as you can see, Javazon skills have me either dumbfounded, clueless, confused, or are just making me look rather stupid. Any experienced HC javazonners out there know what the deal is? Thanks ahead of time. :drink:

P.S. Something that just occured to me: a pure plague javalin zonner, with max poision jav, plague jav, and max jab to finish off hurt enemies. Rest in passives + max valk. As to the spread on passive skills still not sure, this build used ever? sigh @ more questions... java buffs, help! =]
 

lumberg

Diabloii.Net Member
i wouldn't call myself a javazon expert, but what i always do when building one (and they always seem to work) is start off by getting 1 point in whatever pre-reqs, maybe a few points into charged strike to help out before getting to lvl 30 for LF, but at the end i like to have maxed LF, maxed charged strike, alot in valk, and a good amount in the 3 avoid/evade/whatever that last one is.
 

MoUsE_WiZ

Diabloii.Net Member
20 LF
20 CS (This is your single monster killer)
---
From there the choice is generally something like;
1 in the dodging skills
12 or so in valk (You want 17 after +skills)
Depending on how many skills you have pump pierce to a decent %

From there the choice becomes even more debatable, here are the options;
-Pump all lightning synergies (this is for the CS, not for the LF...CS is neato at boss killing/pvp and gets 10% from it's synergies I believe)
-Go hybrid with Freezing Arrow + Cold Arrow (or w/e the 1st and 3rd are, you don't need the middle one)
-Focus more than most on the passives
-Some amount of synergies/passives and use 1 point in FA and a bunch of cold charms as a utility freeze everything skill
-Max valk

Pumping the CS synergies is probably the most popular choice.
I wouldn't recommend plague/poison jav, as Gloams are LI/PI so your second element won't actually help you kill what is probably the most irritating monster in the game.
 

viamede

Diabloii.Net Member
I would second what Mouse has said and argue for the bow skill on switch for LI's. LF kills big scrowd w/o any synergies at all. CS will also work for bosses and little groups with just the LF synergy (you can go all lightning if you want to kill better in big games but then negate your ability to solo in hell...if you might need to). If you wanted to go poison then you would just max LF w/o synergies or you'll never have enough points (poison needs more synergies I hear-mind I've never tried this hybrid). Valk is awesome.
 

HCTwinJava

Diabloii.Net Member
Looks like I picked up my forum name after this thread and just found the other half of myself (HC Javazon + HC Javazon ==> HCTwinJava :)


=========================================
HCTwinJava's Javazon Templates (for 1.10)
=========================================


Javazon template #1:

LF = 20
Jab = 1
prereq. for LF = 3 (total)
total of other Javeline skills = 0


Javazon template #2:

LF = 20
CS = 20
prereq. for CS & LF = 5 (total), including Jab = 1
total of other Javeline skills = 0


Javazon template #3:

LF = 20
CS = 20
LS = 20
prereq. for LS/LF = 5 (total), including Jab = 1
total of other Javeline skills = 0


Javazon template #4:

Poison J = 20
L Bolt = 1
Plague J = 20
LF = 20 (optional - but nice to have this)
Jab = 1 (optional - entirely up to you the player)
total of other Javeline skills = 0




For all the above templates,


Passive skill allocation:

1 pt to each of them except
valkyrie = 17+ (before counting +skills)
pierce = 0 (if you don't use LF) or 5+ (if you use LF) or 10+ (if you use LF a lot), or as required by your bow skills.
penetrate = 1 (enough for a pure javazon), or more as required by your bow skills
critical strike = 1 (enough for a pure javazon), or more as required by your bow skills
dodge = 1 (enough for most javazons if you don't use Jab) to 12+ (counting +skills from items - if you use Jab a lot)
avoid = 1 (enough for most javazons) to more (to make her stronger)
evade = 1 (enough for most javazons) to more (to make her stronger)



Bow skill options:

#1 zero bow skills
Works with pure javazons.

#2 FA skills: 1-20
Adds safety to yourself, your merc, your valk.
Adds cold dmg to handle LI.

#4 GA: 1+
Solely for handling boss and LI.

#3 Multishots: 5-10 / Strafe: 1 or 6 or 10-20
Works perfect if you have a decent bow on switch



Spear options:

#1 No spear on switch
Works perfect with most javazons.

#2 Use a high-dmg, fastest possible spear on switch
Jab: 1 (must)
Fend: 1+ (optional)
Dodge: 12+ (with items, must for HC)
Works perfect with a dedicated javazon (meaning: bow skills = 0)



Here are some #s about the killing power of a typical javazon (all numbers assume +5 to javelin skills)


template #1:
LF = dmg 1-818 * piercing multiplier * 26 bolts

template #2:
LF = dmg 1-988 * piercing multiplier * 26 bolts
CS = dmg 3-1388 * 8 bolts

template #3:
LF = dmg 1-1150 * piercing multiplier * 26 bolts
CS = dmg 5-2256 * 8 bolts
LS = dmg 4-1787 * 25 hits

template #4:
PsnJ = dmg 16362-17921 over 56 seconds
PlgJ = dmg 11458-11635 over 12.6 seconds, attack +246%
LF (if you choose this option) = dmg 1-818 * piercing multiplier * 26 bolts



From the point of view of a puristic javazon, template #3 is by far the most powerful one: each of her strikes does either 18048 max lightening dmg (CS), or 44675 (LS). And each of her LF throws does 89700 max lightening dmg, assuming every bolt hits 3 targets (= pierces twice). With +10 or more javelin skills, she will do even more insane dmg to non-LI monsters.




Because these javazons are just templates, real Javazons will almost always be different based on many factors. However, regardless of how they vary in actual game play, all of the templates listed above work in 1.10, whether it's ladder or non-ladder, HC or SC.



Find one that fits into your play style and tailor it to your own liking.


Enjoy!


(HC Javazon + HC Javazon ==> HCTwinJava :)
 

HCTwinJava

Diabloii.Net Member
HCTwinJava's Javazon Templates (for 1.10) (continued)


=====================
Javazon's stat alloca
=====================


str: typically, anywhere from 60 to 156. Usually, you'll eventually have a lot of +str from items (e.g., Lionheart gives +25 str). Try to keep her str as low as possible.

dex: just enough to ensure max block with your end-game shield.

vita: all the rest.

energy: forget about it.




=====================
Javazon's gear choice
=====================


A best, nowadays also VERY CHEAP, end-game gear design can be based on the following items:

- Armor:
Lionheart or Duress (Duress is better if you go melee a lot) archon plate is cheap AND best!

Other choices: Duriel's shell, Vipermagi, Prudence elite body armor, or any of those that most SC players would prefer.

By the way, PvM javazon using a PDR armor (Shaftstop etc) is not just an overkill but a bad PvM choice too.

Chains of Honor is the best of all, IMO.


- Shield:
Whistan's Guard, Rhyme heater (or hyperion or grim shield), or any decent shield.

For example, 3-socket goethic/ancient shield of deflecting works fine if socketed with 3 p-diamonds ==> 56% blocking with 57% resists to all!

Storm shield or Sanctuary Heater (or Hyperion) is the best of all, IMO.


- Main weapon:
Titan's Revenge (the upgraded one is better, but okay if not), or cruel winged harpoon, or whatever best such wpn you come by.

Look for mana leech, and max/avg physical dmg on the weapon (generally, elemental dmg should be ignored when evaluating a javelin - such dmg will hardly do any good in Hell).


- Helm:
Among all possible helms, Tal's Mask is clearly a best choice and is so cheap - many monsters in NM can drop it!



A Hell-viable javazon can be built on very "cheap" item base. So, there are numerous items she can use. I don't think it's necessary to dig into details about her gear choice other than the above most important pieces.




=============
Choose a Merc
=============

Merc is not essential. But in HC, better to have one and keep him/her around all the time.

If HC, best mercs: either NM Act2 HF merc, or Norm Act2 Defiance merc with HF aura from gear (this choice gives your javazon by far the toughest merc against any bosses), or NM Act2 Might merc with a Reaper's Toll, or any merc that a SC player would prefer.

If HC, if your javazon goes melee very often, high defense will matter a lot, so consider a Defiance merc as your first option.


If SC, Act2 Defiance or Might merc, Act1 Rogue, Act3 Cold, Act5 Barb will all work fine. In terms of safety, Norm Act2 Defiance merc with HF aura from gear will still beat every other merc by a great margin in toughest places in Hell.


Act2/5 merc's weapon of choice #1: Crescent Moon!


==================
Some Gameplay Tips
==================


- having enough ML / mana reserve is a top priority for a SC javazon. But in HC, drink as many supermana potions as you can, until you can confidently raise her ML high enough and/or enlarge her mana pool big enough.

- LL is a must in HC if she goes melee. Don't ever go melee without LL.

- she should have 1 item in her gear bear the "Cannot Be Frozen" mod if in Hell. This is optional if Norm/NM, but is highly recommended if she goes melee against Norm/NM Baal.

- she should have at least ~40% faster run/walk.

- Don't go out of town in Hell without Valk.

- If she goes melee against a tough guy and loses all her mana in the middle of Jab, her life will be at the mercy of her enemy (or enemies).

- If she goes melee very often, consider making an ultra high defense body armor with a runeword and/or using a defiance merc. If not, her defense rating is anywhere between "much less important" to "don't matter at all".




==================
Lightening Immunes
==================

Take this into account when deciding how to build a javazon based on the templates.

Generally, LI will be a problem to a typical L-based Javazon. But sooner or later, most javazons can and will find a way of handling LI properly. Jab, FA, poison, Valk, merc, LR wand, multi/GA/strafe... all of these can deal with LI one way or the way. She can also choose to run past them. Optionally, she can even cast Dim vision, Cloak of Shadow, Confusion, Attract, or anything similar, from an equipped item before running past them, if they are very dangerous and she doesn't want the risk. Or, if possible (=using tele ammy/staff or enigma), just teleport past them.





=============================
Answers to some Q's /concerns
=============================


"I'm building a javazon and ... As of right now I know almost nothing about Javazon's or their effectiveness in 1.10. "

- Try one to convince yourself of her power.


"What is irritating me is that LF and all these 'supposedly-good' lightning skills have FOUR synergies, all affecting either 1% to LF or 8% to LS. And I can't max all of those,..."

- Multiple 1% synergies are Blizz's secret wpns for "torturing" you:)
- Don't worry: LF works without synergies!



"Max Valk I heard is really good in 1.10"

- 1.10 has significantly reduced her hit points in Hell.
- Actually, she is always good! Though, I know, it was nearly impossible to convince most SC amazons of her usefulness in 1.09, because she did much less dmg at that time.



"I will be going pure javazon, no hybrid for me"

- Let Power be with you.


"will be getting the top-notch gear for survivability (this is HC)."

- why? Not necessary. She only needs a stack of javelin, a shield, enough resists to be effective in HC. Give her the best items you have, but they don't need to be "top-notched".




"P.S. Something that just occured to me: a pure plague javalin zonner, with max poision jav, plague jav, and max jab to finish off hurt enemies. Rest in passives + max valk. As to the spread on passive skills still not sure, this build used ever? sigh @ more questions... java buffs, help! =]"

- Jab = 20 = wasted 19 skill pts.
- Plague(poison) javazon cannot be "pure"! The ultimate reason for that is: against a single monster, multiple poison damages overlap, but do not stack up ==> at any time, effective psn damage = the highest poison damage among all sources. As a "pure" Plague javazon, she would be able to do nothing but throwing one plague javelin every 10 seconds (or a few more in different directions).
 

Aerath

Diabloii.Net Member
Must say I personally see no need whatsoever for Jab...

Maybe to kill Duriel or something, but you can always party up in Normal... By NM you have a more than adequate tank.
 

Full_Circle

Diabloii.Net Member
Aerath said:
Must say I personally see no need whatsoever for Jab
Jab gives you something to do so you look busy while your merc and valk take out those Burning Souls for you. :lol:

TwinJava's guide is nice... covers almost all the bases, I think.

...although how Upgraded Moser's fails to make it as a shield option, I'm not sure.

Also, when shopping a Jav, I've found IAS to be the most important mod. It makes both CS and LF much more effective (although you do chug a lot of mana potions). In my pre-Titans days this ladder, I used a Dense Throwing Spear of Quickness (190 Qty, 40% IAS), and soloed early hell quite well with it. Also, assuming you're using a low damage shopped stick, +mana after kill is better than %mana steal.

My current Javazon skill distribution (level 85)

Jab 1
CS 20
LF 20
Plague 20
Poison (building now)

All non-Valk Passives 1
Valk 15 (possibly a little too much)

Bow Skills 0

As Mouse_Wiz said, Plague won't help you against gloams, however, if you plan to run the Pit, you will definitely want Plague. Dropping your shield to take out the deadliest archer packs in the game seems like a bad idea to me.
Plague is also very nice for soloing the rest of the game... if you're into the whole questing thing. Also, no bow leaves you room for a Lower Resist charges wand on switch.

One last point: Hot-key Decoy and USE it. I mean it. Really.

Whenever I see a zon running around not using Decoy I feel ill. :cheesy: You don't want that, do you?
 

sahlakh

Diabloii.Net Member
I have a lvl 95 javazon on Europe HC ladder:

strenght: just enough to use storm (inc. storm str bonus)
dexterity: enough for max block with storm
vita: the rest
energy: none

All passives 1 point, except no points in valky and three base in pierce. The rest are all dumped into lightning synergies.

Some advices (this for most effective play, not SP)

- no valky, you're at least half melee and a good merc + decoy will help you more than enough
- no jab or criti raised, you wouldn't kill anything anyway :)
- only one point in dodge/avoid/evade, later +skills will provide enough safety with max block
- you need 52% ias
- get strokes instead of titan's
 

killerxbabe

Diabloii.Net Member
Wow!!! Nice Guide Twin-Java. Best explanation of the options I've seen on the boards in a while. Pretty much nailed all the various builds. Of all the different builds I think zon is the most wide open to customization in .10

edit: BlackAurora as to which way you go with your skill selection what are you wanting to do endgame with this zon? Run pit? Beat hell Baal and retire her? This tends to help me decide which way I go with my zons. Yes LI's are a pain in hell, but if you go full jav that's price you pay for that amazingly awesome boss killing synergized charged strike.

For myself if i'm making a zon that people can /w me to kill Dclone I go all jav, 1 decoy no valk fully synergized CS. For soloing entire game I'll usually have at least 1 in Freezing arrow. For pit runs IMO lvl17 valk, LF, maxed CS, a few strafe, 1 FA works great (though AR for strafe was a pain last season till i got Eagle).

So my suggestion would be to give HCTwinJava's guide hear a real good read and decide what you want to do endgame.
 

BlackAurora

Diabloii.Net Member
Thank you all very much. This thread is probably 50% of the reason why I love these forums :flip: . HCTwinJava, your guide makes me wonder why it hasn't been stickied and put under PvM Amazon guides at the Compendium, hehe.

killerxbabe, as for your question, I always make my characters to be as versatile as possible (I expect a lot of my characters). For example, while I probably won't be equiping this zon with any MF ever, I will probably rely on her to solo nightmare/hell, as well as survive any TPPK attempts by some lamers. Yea, so basically she'll be fun to play, and when a friend calls for "help us take out xxxxxx (big bad monster)", I'm going to call on either this java or my next character I'll be making, a Freezealot (Frost Zealot).

One last question, my mercenary as a javazon. The most popular choice would be... ? Act2 is useful I presume, however I find Act1 and Act5 Mercenaries also very helpful. Thanks all again, :love: .

edit: Silly me. "Always read ALL posts before replying, even if lengthy guides that you can eat your breakfast to" - BlackAuRoRa's rule on replying. Sorry for the dumb merc question, thanks HCTwinJava.
 

STINGER

Diabloii.Net Member
1 point Jab with your +skills in a solo game is very effective wiht a good pair of sticks for those LIs, now if you have 50 LIs then you will have an issue trying to take them all out wiht that 1 point jab. Now sure that Valk and Merc can take care of them but we also all know that there are those moster types that will just flat out own your Merc and Valk so IMO it is a very smart "1 point wonder" to get Jab.

I personally and a fan of the Max LF and CS, and then you can adjust your build however you wish after tha depending on how you play and if you play solo or with a lot of people, if she is a MFer or LVLer or whatever.

HCTJ has a great guide there but make sure you get on a dirrection and stick to it, if you go one way and try and go back another way you will regret it.


As for Mercs, I tend to go Holy Freezer for pure javas, and Might for those BowJavas so my Bow skill is powered up. Barbs are good tanks but they dont help you like HF can or Might, and finding decent Poles seems to be a lot easier than finding decnet swords. As far as Act 1 Mercs, personally I never use them past Act 1 Norm anymore, but one wiht a very good bow can be nice but at the same time she is a fast 1 hit KO in many situations.
 

xaser

Diabloii.Net Member
Short version:
BlackAurora said:
As of right now I know almost nothing about Javazon's or their effectiveness in 1.10.
And I can't max all of those, because I need passives, right?
Max Valk I heard is really good in 1.10, so I'm left bewildred.

So, one in jab as pre-requisite and for melee killing? (1.09 experience).
Effectiveness: very, unless they are lightning immume. Take down groups with Lightning Fury, poke big single monsters with Charged Strike.
As for passives:

I always aim for the 3 evasion skills to give about 40% chance, which means level 6, 8 and 6. With Titans, which gives +2 amazon skills, that would make level 4, 6 and 4.

Valk is very nice now in 1.10, can even kill stuff. From level 17 and up, she gets a rare war pike. Levels above 17 are just for a bit more life and damage, but every amazon I made after 1.10 came has happily had a lvl 17 valk.
(lvl 17 includes +skills from items).

Critical strike is for the physical damage, would be a waste of skillpoints, so just keep it at level 1. Penetrate, keep that at lvl 1 too, because Lightning Fury and Charged Strike are both auto-hit skills and attack rating does not affect them.

Pierce, I usually make level 9 (69% chance), after that, you get only very little % chance to pierce for your skillpoints. 69% pierce is enough, adding a Razortail to make it 99% chance would make group killing faster, but is not needed.


The way I would do my skills (skill levels are including the +skills from items):
level 17 Valk
level 6 Dodge
level 8 Avoid
level 6 Evade
level 9 pierce
level 20 lightning fury
level 20 charged strike
10 points for prereqs.
If you have +2 amazon/all/passive skills, this will cost you 86 skillpoints to get. I always put all the other skills in lightning synergies, to get better damage for Charged Strike (1% for LS is not worth it).

To kill lightning immumes AND leech better, I always get a Might Mercenary (act2 NM, offensive) with a good weapon. He also makes the valk damage a lot higher, and makes my jab damage higher too. Jab damage helps, but it's that much... You could get a much better Jab damage if you keep a good spear on switch with fast or better attack speed.


HCTwinJava's info is very good, but he has forgotten one thing that's always very important for my javazons:
Moser's Blessed Circle.
This is an exceptional unique shield, pretty cheap one, with 62% block, 30% faster block, 25% to all resists, and 2 sockets.
Insert 2 Perfect Diamonds and you have yourself 63% resist all.
Requires only 53 str, not 156 like StormShield. Requies level 31, so you can start using it early.

There is also one very cheap very useful armor:
Twitchthroe, a unique Studded Leather, so it should be very easy to get!
But the mods it has are pretty nice:
25% Increase chance of blocking
20% Faster Hit Recovery
20% Increased Attack Speed
+10 To Dexterity
+10 To Strength

25% increased blocking means less dexterity needed, which together with the +10 dex and +10 str gives you a lot of extra points to spend on Vitality!.
The FHR is nice, and the 20% IAS should be enough not to need it anywhere else if you use Titans.


(hmm, why are my posts always that long, lol)
 

HCTwinJava

Diabloii.Net Member
"Must say I personally see no need whatsoever for Jab..."

- I agree Jab is really optional to most javazons other than those jabbers (mainly pvp). However, it's extremely handy for use, if a javazon ever wants to go melee for physical dmg (either with a javelin or a spear). This is a 1-point wonder skill if you use it, but can be left blank for ever if you don't.




"no valky, you're at least half melee and a good merc + decoy will help you more than enough"

- if a javazon is intended to play in big parties, valk is helpful only if there is no good tank in the party (no barb's BO, no druid' Oak, no skelly army, etc). But for all other situations, a javazon is going to need a tank - a very strong valk.

Compare 3 classes: Barb, pally, ama. Barb/pally don't have skill-based minions - the game thinks they are strong enough to hold ground themselves. Amazon can have a powerful minion, but if she doesn't use it, then she is not going to be as strong as Barb or pally (otherwise the game would have been blanced in a way against Barb/Pally in favor of Ama).




Compared to merc (also decoy), Valkyrie

. can be cast and recast at any time (subject to a short casting delay tho).

. have very low cost (just some mana, as compared to 50K gold + a trip to town).

. can be cast to anywhere in your javazon's line of sight: cast a valk on to the Summoner's platform, and then every1 in your party can kill the Summoner virtually risk free; cast your valk in front of extra fast death/moon/dark/whatever lords, and every1 will have an easier time to fight/escape.

. can be very strong at high lvls: in cow games, valk will help a javazon to do herding in full games <-- no merc can replace this role of the valk for Hell cowing.

. can be used to help you, your merc and/or your party members: cast valk on top of Diablo, and D may very well start to whack your valk, so all your party memebers who are tanking D will have an easier time.

. can help you survive lags: if you're lagged, chances are, your desync'ed javazon will not get attacked until her enemies have finished both valk & merc, and valk can usually survive on her own much longer than merc.

. for solo, questing javazons in HC, the role of valk is not replaceable.

. Decoy does not work 100% time. A small number of tough enemies will completely ignore your decoy!


With all the above said, valk is highly recommended (particulary for HC players), but not a must (even if in HC).


Here is the bottom line: your ama is a Jav-a-zon, not a Valk-a-zon:)




HCTwinJava said:
- Shield:
Whistan's Guard, Rhyme heater (or hyperion or grim shield), or any decent shield.
For example, 3-socket goethic/ancient shield of deflecting works fine if socketed with 3 p-diamonds ==> 56% blocking with 57% resists to all!
Storm shield or Sanctuary Heater (or Hyperion) is the best of all, IMO.
caught 2 bugs:

- there isn't such thing as Sanctuary Heater (my fault: nowhere to put Mal on :). Just use Hyperion if you wish, which is the overall best white shield in terms of blocking and defense as long as you can lift it (127 str required).

- to Ama, goethic/ancient shield of deflecting blocks at 61% (i'll blame my sorcs for this!).
 

BlackAurora

Diabloii.Net Member
HCTwinJava said:
"Must say I personally see no need whatsoever for Jab..."

- I agree Jab is really optional to most javazons other than those jabbers (mainly pvp). However, it's extremely handy for use, if a javazon ever wants to go melee for physical dmg (either with a javelin or a spear). This is a 1-point wonder skill if you use it, but can be left blank for ever if you don't.




"no valky, you're at least half melee and a good merc + decoy will help you more than enough"

- if a javazon is intended to play in big parties, valk is helpful only if there is no good tank in the party (no barb's BO, no druid' Oak, no skelly army, etc). But for all other situations, a javazon is going to need a tank - a very strong valk.

Compare 3 classes: Barb, pally, ama. Barb/pally don't have skill-based minions - the game thinks they are strong enough to hold ground themselves. Amazon can have a powerful minion, but if she doesn't use it, then she is not going to be as strong as Barb or pally (otherwise the game would have been blanced in a way against Barb/Pally in favor of Ama).




Compared to merc (also decoy), Valkyrie

. can be cast and recast at any time (subject to a short casting delay tho).

. have very low cost (just some mana, as compared to 50K gold + a trip to town).

. can be cast to anywhere in your javazon's line of sight: cast a valk on to the Summoner's platform, and then every1 in your party can kill the Summoner virtually risk free; cast your valk in front of extra fast death/moon/dark/whatever lords, and every1 will have an easier time to fight/escape.

. can be very strong at high lvls: in cow games, valk will help a javazon to do herding in full games <-- no merc can replace this role of the valk for Hell cowing.

. can be used to help you, your merc and/or your party members: cast valk on top of Diablo, and D may very well start to whack your valk, so all your party memebers who are tanking D will have an easier time.

. can help you survive lags: if you're lagged, chances are, your desync'ed javazon will not get attacked until her enemies have finished both valk & merc, and valk can usually survive on her own much longer than merc.

. for solo, questing javazons in HC, the role of valk is not replaceable.

. Decoy does not work 100% time. A small number of tough enemies will completely ignore your decoy!


With all the above said, valk is highly recommended (particulary for HC players), but not a must (even if in HC).


Here is the bottom line: your ama is a Jav-a-zon, not a Valk-a-zon:)






caught 2 bugs:

- there isn't such thing as Sanctuary Heater (my fault: nowhere to put Mal on :). Just use Hyperion if you wish, which is the overall best white shield in terms of blocking and defense as long as you can lift it (127 str required).

- to Ama, goethic/ancient shield of deflecting blocks at 61% (i'll blame my sorcs for this!).
:idea:

*cough* Send this, your guide, and all you can to the compendium or get it stickied! I'm sure many people are in need or could use it. *cough*

:idea:
 

cyradis2003

Diabloii.Net Member
BlackAurora said:
:idea:

*cough* Send this, your guide, and all you can to the compendium or get it stickied! I'm sure many people are in need or could use it. *cough*

:idea:
I was searchin for help on this the other night :) almost pm'd you Twin.

Zapppppppppa ... sticky!!!!!

ps ... in my effort to understand you silly silly boy people on this forum I borrowed some zappa music ..... :scared: :lady: I was blushing all through Dinah Moe Humm and Camarillo Brillo
 

SonOfRah

Diabloii.Net Member
Decoy does not work 100% time. A small number of tough enemies will completely ignore your decoy!
Just want to comment on this. Some monsters will ignore minions (decoy counts as a minion iirc) completely - which is what you mention. However if they ignore your decoy they WILL ignore the valk.

What valks does better in this situation is that they can move to intercept the monster - decoy does not. It comes slightly down to possitioning as well.
 
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