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IV. Equipment
Ahh, itamz, the mark and bane of LoD. With the advent of LoD come a slew of
super powerful unique and set items, as well as other enhancements (runes,
jewels, and more importantly, charms) guaranteed to turn any character (well,
those who didn't get nerfed too badly, that is) into a veritable walking
powerhouse.
How does LoD affect the Javazon in general? Ranger Javazons remain item
independent, and yet with LoD items a ranger can turn into an incredibly
powerful character. Tankazons get items to enhance their defense, while at the
same time add to their killing power. And charms are available to fill up any
gaps in the equipment. For both, the most noticeable change is the shift of item
balance from good rares to good magic items (like Cruel Elite Javelin of
1337ness) or uniques or sets. In general, characters are much more customizable,
and much more powerful.
There's a fundamental difference between planning your character and going
no-twink. No-twink means that you live off the land, using whatever you can find
or buy. This style of play is common when you first start out in the Realm, or
when you're playing Single Player. Planning your character means that you know
what equipment you are going to use, and the equipment will dictate your stat
point and skill point allocations. Because of Lightning Fury, Javazons in
general are great to play no-twink, since their skills are independent of their
equipment. Planning your character can make a ranger Javazon kill faster, and a
tanking Javazon tank better.
Strength and dexterity tiering works better if you know what you're going to
use. This involves calculating the minimum Str/Dex that you need, which is often
beneath what you're going to need to equip particular equipment. Some equipment
will give you Strength and Dexterity bonuses to allow you to equip heavier
items. For example: Say you want to equip a Gladiator's Bane (unique Wire
Fleece, Str requirement 111). Other equipment you plan on using is Titan's
Revenge (unique Ceremonial Javelin, Str requirement 25) and Thundergods' Vigor
(unique War Belt, Str requirement 110). Both Titan's and TGV give you 20
additional Strength each. So, let's figure this out. Titan's have lower Strength
requirement than TGV, and it gives you 20 bonus points in Strength for equipping
them. And you need 110 Strength to equip TGV. Therefore, if you have 90 Strength
and you equip Titan's, you have 110 Strength now. This enables you to wear TGV,
which gives you another 20 to Strength. Now you have 130 Strength, and this is
definitely enough to wear the Bane. So for this example, you can equip an item
that requires 111 Strength using only 90 natural Strength. Other optimization
problems will need a little bit more thought, but the basic principles are the
same.
Before starting the Equipment list, pay attention to some of the mods that
appear:
High Priority (in no particular order)
- Enhanced Damage/Additional Damage. This is very simple: more physical
damage allows you to kill enemies faster (barring PIs), and it also allows you
to leech. This primarily appears in weapons, but can appear in places like
helm, armor, even boots (War Travelers)
- Life Leech. This describes the percentage of life gained from damage. So,
if you deal 100 damage for example, and you have 6% life leech, you gain back
6 life. Life leech is important for survival. ‘Nuff said.
- +Skills. Additional skills allow you to deal more damage as well as avoid
damage better.
- Faster Block Rate/Increased Chance of Blocking. Mainly on shields, but you
can get it from some armor. This allows you to increase your chance of
blocking, as well as blocking faster, since when you block you enter a
recovery period not unlike hit recovery. See table at the end of this list,
and the Stats section for blocking chance.
- Attack Rating Bonus. AR increases your chance to hit.
- Cannot Be Frozen. A chilled Amzon is bad since a chilled Amazon attacks
slower and runs slower. Settle for nothing less than CBF . . .
Half Freeze Duration won't help you that much. As an added bonus, CBF allows
you to detect Holy Freeze enemies, since CBF does not prevent you from being
chilled by Holy Freeze.
- Faster Run/Walk. This allows you to run faster, whether in or out of
combat. You want to engage your enemies as soon as possible, and retreat as
fast as you can if the odds are stacked against you.
- Resists/Absorb. Tankazons need a lot of these since they're typically at
the front line. Resists/Absorb allows you to take punishments in form of
elemental damage. See table at the end of this list for effective
Resist/Absorb combination. Resists are capped at 75%, but you can increase the
cap up to 95%.
- Crushing Blow. This is one of the sweetest ancillary effects you can get.
Crushing Blow works as a chance to reduce your enemies' life by ½. Physical
Resistance lowers this powerful effect, so non-PI Hell monsters will have
their HP reduced by ¼ instead, and physical immunes are outright immune. CB
plus a quick jab or fend can quickly reduce a monster's life, no matter how
much HP it may have. Think of it like the melee Static Field. Crushing Blow is
halved again on bows and throwing items (including LF). The effect is not
carried on to secondary LF bolts.
- High Elemental Damage. This is best relegated to weapon switch. Why
elemental damage? Two words: Physical Immunity. The Javazon's inherent
weakness is physically immune single monster, and you want something to help
you kill such monsters.
- Damage Reduction. This comes in two flavors: Absolute and
Percentage-Based. Percentage-based damage reduction is only available on
unique items. As the name implies, this reduces the physical damage you take -
Physical Resistance, if you like. You are then able to tank longer, as well as
able to minimize thread of cheesy one-hit-kills. Absolute reduction is
calculated before percentage reduction, so it is technically possible to get
complete immunity to physical damage, depending on where you're playing.
Percentage-based damage reduction is capped at 75%.
- Life bonuses. Life is good. Can't live without it. ‘Nuff said.
- Damage Taken to Mana. Also known as the Vulpine mod, this mod fires up
whenever you take damage, and added a percentage of that damage to your mana.
This mod can come in handy when you're fighting a PI monster, especially one
that's also Mana Burn.
Nice to have
- Enhanced Defense. Javazons rely more on their inherent agility to minimize
damage. Defense is nice to have, but Javazons don't have skills to multiply
their defense, unlike Barbarians and Sorceresses. So this is less a priority.
- Faster Hit Recovery. When you get successfully hit, you enter a hit recovery
animation. At this point, you are completely vulnerable since you can't attack.
Faster Hit Recovery affects how long it takes for you to recover. See table
at the end of this list. I'm putting this here because as your blocking and
passives get better, you will rely less on this.
- Increased Attack Speed. At the risk of angering speed pundits everywhere,
I am going to put this mod here. You don't really need to attack very fast,
but you don't want to be attacking glacially slow either, since faster attack
will mean that you're interrupting whatever the enemy is doing. Good mods
do have a priority over IAS unless you have a very slow javelin, or rely on
a bow in your weapon switch, or building a PvP Amazon, on which case you can
upgrade this mod to the list above. See Speed Tables
section.
- Self-Replenish/Increased Stack. Very nice to have in Javelins, since this
means less trips to town for repair. Ranger Javazons might want to upgrade
this to ‘must have', but tanking Javazons throw their javelins much less,
and thus need to repair a lot less. Unless they're equipped with Ethereal
Cruel Elite Javelin of 1337ness, of course, at which point the 1337ness mod
has better be Self-Replenish or even better, Propagation.
- Mana leech. Similar to life leech, but applied to mana. A tankazon's primary
physical skills are so cheap, however, that a little mana leech goes a long
way. Ranger Javazons might want to put this on the previous list.
- Mana bonuses. This is obvious. Obviously, mana takes secondary role to life.
- Mana/kill. You can actually forgo mana leech if your killing rate is good
enough. This mod increases your mana reserve whenever you kill anything. Rangers
love these, as they can often fuel LF by this alone.
- Magic/Gold Find. Magic Find increases the probability of finding better
quality items from monster drops. It does not increase your chances of getting
items with better ilvl! Gold Find increases the average amount of gold dropped
by enemies. Both can be easily included on Ranger Javazons since they are
equipment independent, but these must definitely take back seats when you're
designing a melee Javazon.
- Chance to cast curse. Depending on what curse, this may be useful. Some
of the possible curses are Amplify Damage, Weaken, Terror, and Iron Maiden.
None of these curses will help you in mass killing, although these effects
are carried out in lightning bolts of LF if it is an offensive cast. Amplify
Damage and Weaken are very useful when you're going toe-to-toe against a nasty
boss, however.
- Life and Mana Regeneration. This helps you to regenerate more mana or regenerate
life. Nice to have, but you usually don't have enough of these to make significant
difference. Calculations involving regeneration are given after this list.
- Open Wounds. This causes negative life regeneration on enemies. Nice to
have, but definitely not essential. Poison stops life regeneration as well.
Prevent Monster Heal also does the same thing, but you can actually stop the
regeneration of a poison immune monster with this.
- Stat bonuses - Strength, Dexterity. While Strength and Dexterity bonuses
can be important in considering equipment tiering, I'd much rather take an
overall more useful item and add to my stats when I level up.
- Deadly Strike. Since the effect is stacking with Critical Strike and not
multiplicative, this is less useful. Still good to have, though.
- Piercing Attack. The effect is additive to your Pierce skill. This might
be nice if you don't have too much Pierce. However, this is only available
at one item outside weapons: Razortail (unique Sharkskin Belt). And there
are more useful items than Razortail in this slot.
- Magic Damage Reduction. Nice to have, but since it is no longer applied
per attack frame, it will no longer render you invulnerable to some of the
nastiest elemental attacks in the game.
- Increased Resistance Cap. Again, nice to have, but useless unless you have
enough resists to back them up.
- Chance to cast spell. Similar to chance to cast curse. Most of these spells
are useful for nothing but eye candy, but some skills (Static Field, Frost
Nova) are downright useful.
Not Important
- Reduced Poison Length. Will be more important if poison is nastier, but as
it stands now, poison resistance is not really important. Oh, and all poison
problems are solved by Antidote Potions, which no other people take from the
ground.
- Increased Stamina/Stamina Regeneration. At best, this is ‘nice to have' at
the beginning of the game. As your Amazon levels, she'll have enough stamina
to keep running.
- Stat bonus - Energy. Amazons get 1.5 mana per point of energy. Stick with
mana bonuses.
- Faster Cast Rate. This affects only four of your skills: Inner Sight, Slow
Missile, Decoy, and Valkyrie. Amazons are among the slowest casters in the
game, but it's generally not worth it to go out and search for more FCR. FCR
table is given at the end of this list, for completeness sake.
- Attacker takes Damage. Basically, your thorns mod. This might be nice if
only the damage is larger, that is, more than 10 or so. The damage from this
mod quickly becomes laughable in higher difficulty levels.
- Light Radius. If you're afraid of the dark, you shouldn't be playing this
game anyway.
Relevant Tables:
Faster Hit Recovery
| Frames |
FHR required |
| 6 |
0 |
| 5 |
20 |
| 4 |
63 |
| 3 |
200 |
Faster Block Rate
| Frames |
FBR required |
| 3 |
0 |
| 2 |
35 |
Faster Cast Rate
| Frames |
FCR required |
| 19 |
0 |
| 18 |
7 |
| 17 |
14 |
| 16 |
22 |
| 15 |
32 |
| 14 |
48 |
| 13 |
68 |
| 12 |
99 |
| 11 |
152 |
Effective Resists, Resists, and Absorbs
Your effective resists (that is, what you have after you take %absorb into
account) can be expressed by the following formula:
| EResists = Resists + (100 - Resist) x (Absorb / 50)
|
The less resists you have to begin with, the more %absorb will help you. If
you have 50% absorb, you are completely immune to that element, no matter what
your resists are. Direct elemental absorb is calculated before resists, but the
healing is added after damage is taken.
To calculate the damage taken when you have direct absorb:
| Damage Taken = (Raw Damage - Direct Absorb) x (100 - EResists)
/ 100 - Direct Absorb |
If this number is negative, you are healed instead.
There's a bug in the game called the Anya bug. When you die, you lose all resists
you have gained from Anya quests (even though this doesn't show on your character
screen). That means, if you have rescued her in the three difficulty levels,
you'd lose -30 temporarily. To regain this lost resist, just exit and reenter
the game, and your resists will be reset. This is also useful in PvP, where
death is inevitable. Obviously, HC characters do not have to worry about this
bug because once you're dead, you're dead for good.
Regeneration
You normally don't regenerate life unless you pack life regeneration items.
It is calculated by:
Life gain/second = (25 x Life Regen from Items) / 256
For quick calculation, Life Regen/10 is approximately your life gain per second.
|
Mana regenerates naturally, but you can get faster mana regeneration from
items. Mana regeneration is percentage-based, which means that it involves your
current mana pool:
Mana gain/second = 25 x [[256 x mana pool / (25 x 120)] x (100 + %regen) /100] /
256
Terms within square brackets [] are rounded down. For quick approximation:
Mana gain/second = (mana pool x (100 + %regen)/100) /120
|
Stamina can be important when you have low Vitality, or when you have low
levels. Your stamina regeneration is calculated by:
Stamina gain/second = 25 x [[stamina pool/N] x (100 + %regen) /100] / 256
If you're standing still, then N = 1. If you're either walking in town or
outside town (provided your stamina > 0), then N = 2.
|
You regain no stamina if you're walking outside town with zero current
stamina, or you're running inside town.
If you run outside town, you lose stamina instead. The loss is calculated:
Stamina loss/second = 25 * (40 * (1 + [ArmorSpeed / 10]) * ItemDrainRate / 256)
ArmorSpeed is 5 for medium armors, and 10 for heavy armors. ItemDrainRate is the
factor introduced by slower stamina drain mods, obtained in boots like Treads of
Chton and War Travelers.
|
Faster Run/Walk
This is an interesting discussion. This modification, as the name implies,
increases both your run and walk speed. It has no effect whatsoever on your
attack speed.
RW Factor% = skill frw + [(150 x item_frw) / (150 + item_frw)] + 100 - total
armor speed
Total armor speed is the sum of armor and shield ArmorSpeed as explained in
the Regeneration section above. item_frw parameter is the total FRW obtained
from your equipment and charms.
And, when you get RW Factor%:
Walking speed = 6 x RW Factor%/100 or 1.5, whichever is greater, and
Running speed = 3 + (6 x RW Factor%/100) or 1.5, whichever is greater.
Both values have a minimum value of 1.5 TU/sec. TU/sec refers to how many tiles
a character can traverse in one second. The tile is defined as 2/3 of a game
yard, and it is illustrated by the tile size in either Arcane Sanctuary or Pandemonium
Fortress. The best use for this formula is for comparison purposes in gear selection.
|
A typical javazon's equipment screen.
On to Itamz then! In the lists below, I try to list all possible
choices, but there are some set items that only work great when coupled with
another from the set – Death’s Hand and Guard are the prime examples. For these
items, I will list them in the Set section. Any Set items that appear in this
list actually have independent mods that make them great to use without the
other set pieces. For this reason, items like Death’s Hand and Guard will not
appear in this section. Version 1.08 LoD items still exist in the realms, and
most are underpowered compared to their v1.09 brethrens, but some notable 1.08
items are not. These will be listed as well.
Your weapon, and where you get the majority of your
damage. LoD only offers one pre-made weapon, so the list of competitors in this
field is small. I'd like to see Blizzard offer more javelins . . .
but oh well.
- Titan's Revenge (unique Ceremonial Javelin, Str 25, Dex 110, Str and Dex
bonus +20). This is the only pre-made weapon in LoD, but boy, this is a good
one. Some may say overpowered, and I tend to agree. Say whatever you want with
this stick, but it's very hard to beat this stick in terms of overall utility.
Relatively high damage, generous life leech, run/walk, a lot of +skills,
decent speed, as well as both increased stack and self-replenish. This is, put
it simply, the javelin for almost all Javazon builds. I personally would want
more diversity . . . but oh well. Still, not all builds will benefit most from
Titan's. For a pure jabazon or fendazon, may I recommend:
- Cruel Elite Javelin of 1337ness (Str/Dex vary). The only advantage of this
is the potential for higher damage and faster speed than Titan's. For all its
mods, Titan's Revenge does not list IAS as one of its mod. A magical javelin
can have up to 40% IAS and 300% ED. Matriarchal Javelins also have potential
for +javelin skills, though.
- Any rare javelin. You still retain the LF damage when you throw a javelin,
regardless of what you use. Physical damage will allow you to leech, however.
Rare Javelins can have a plethora of useful mods, but enhanced damage is not
among them, since rares with more than 100% ED is very rare. It is possible to
get some of the mods you can get on Titan's, though.
- Crafted Safety Javelin (crafted: magic Javelin (any) + Sol Rune + Perfect
Emerald + any Jewel) Fortunately, Blizzard gives you a way to make a rare
javelin. A Safety Javelin can be made out of any javelin of your choice, and
has a fixed mod of (10-30)% enhanced defense, Half Freeze, as well as weak
dual damage reduction. Not great mods, but I'll definitely take any recipe
that can make a potentially powerful rare javelin.
- Elemental damage javelin. I strongly recommend carrying this on your
weapon switch so that you can damage that pesky PI. Couple this with Tiamat's
Rebuke for best result. See below. And oh, a Throwing Spear with 1-400
lightning damage will do as much elemental damage as a Winged Harpoon with
1-400 lightning damage for much less requirement, so don't insist on Elite
javelins. You can shop this kind of javelin in the vendors, but to get
significant elemental damage, you would need to be decently high level,
shopping in late Nightmare to Hell.
- Cracked Pilum or your starting Javelin. No, really. As I said earlier, any
javelin will work with LF. Due to lack of damage, you'll have to figure out
your leech problem though . . .
A word needs to be said about Ethereal Titan's. The base damage on Ceremonial
Javelins is not great, but the combination of Enhanced Damage and etherealness
add up to quite a hefty amount, creeping into the cruel elite range. For this
reason, Ethereal Titan's are a prized weapon for the wealthy, especially duelers.
And since Titan's Revenge is self-replenishing, careful use of Ethereal Titan's
will not deplete them beyond use. However, care should be taken as Ethereal
Titan's will not replenish if the entire stack is used.
Here's a table detailing the Javelin base damage, strength and dex requirements.
The upper figure indicates poking damage, the lower figure indicates throwing
damage. All javelins have range of 3.
| Javelin |
WSM |
Normal |
Exceptional |
Elite |
| Dmg |
Dex |
Str |
Dmg |
Dex |
Str |
Dmg |
Dex |
Str |
| Javelin/War Jav/Hyperion Jav (stack 60) |
[-10] |
1-5
6-14 |
0 |
0 |
6-19
14-32 |
25 |
25 |
21-57
28-55 |
123 |
98 |
| Pilum/Great Pilum/Stygian Pilum (stack 50) |
[0] |
4-9
7-20 |
45 |
0 |
11-26
16-42 |
88 |
25 |
14-64
21-75 |
112 |
118 |
| Short Spear/Simbilan/Balrog Spear (stack 40) |
[10] |
2-13
10-22 |
40 |
40 |
8-32
27-50 |
80 |
80 |
33-63
40-62 |
95 |
127 |
| Glaive/Spiculum/Ghost Glaive (stacks 40, 20 and 75 respectively) |
[20] |
5-17
16-22 |
35 |
52 |
13-38
32-60 |
73 |
93 |
19-60
30-85 |
137 |
89 |
| Throwing Spear/Harpoon/Winged Harpoon (stack 80) |
[-10] |
5-15
12-30 |
65 |
0 |
13-35
18-54 |
118 |
25 |
27-35
11-77 |
145 |
76 |
| Maiden Jav/Ceremonial Jav/Matriarchal Jav (stack 80) |
[-10] |
8-14
6-22 |
47 |
33 |
18-35
18-54 |
109 |
25 |
30-54
35-66 |
151 |
107 |
From this table, Amazon-specific javelins (Maiden/Ceremonial/Matriarchal Javelins)
generally have the advantage over their non-specific counterparts. This is also
due to the fact that they spawn with a +1-3 Javelin/Spear skills automod (with
the exception of Titan's Revenge, which always spawns +2).
A Javazon lives and dies with her shield, literally, especially if she tanks.
A shield differentiates her from most other Amazon builds, and is an important
factor for her ability to tank. After all, Javelins only require one hand . . . the
other hand needs to hold something. And no, the answer is not another weapon.
You're not a Barbarian for goodness sakes.
Due to the plethora of shields available, I will only list shields
that are commonly used by Javazons by end game. I will also briefly mention
in passing some other shields that can be used, but not as useful as the mentioned
shields. For quick reference: 2-frames blocking can be obtained by getting at
least 35% faster blocking rate. Shael rune will give you +20% speed and Eld
rune will give you +7% block.
- Stormshield (unique Monarch, 156 Str, Str bonus +30, 72% block, 35% speed)
This elite shield is incredibly rare, but it allows great boon to tankers.
First of all, it offers the most Damage Reduction one can find in a single
item: 35%. It has great blocking rate and just enough blocking speed for the
breakpoint as well. The resists are there, but they're not as useful as you
can find in other shields. The defense is simply the best, but you don't need
it too much. So, overall you would like to use this shield for the Damage
Reduction and blocking. Suggested socketing: Um rune (just because it's bloody
rare, might as well . . .) or a perfect Diamond for resists,
Hel or Jewel of Freedom to reduce its requirement, Ber for extra damage reduction,
or even Cham for CBF if you really can't get it anywhere else. The 1.08 version
is an Aegis, which requires more Str (219) in exchange for 2% more block.
Not worth it.
- Moser's Blessed Circle (unique Round Shield, 53 Str, 62% block, 25% speed)
This is your no-frills shield offering you what your basic shield should do:
block, and provide resists. The blocking is very good, the resists as well,
and the defense not bad. But what makes this shine is the fact that it has
two open sockets. Oh my. A Moser's with 2 perfect diamonds has 63 resist all,
which in conjunction with the Anya quests would be enough to almost nullify
all Hell resist penalties. Suggested socketing: perfect diamond, Shael for
faster blocking (one is enough), Eld for more blocking, and the beauty of
Moser's is that you can mix and match.
- Whitstan's Guard (set Round Shield - Orphan's Call, 53 Str, 87% block for
calculation purposes, 40% speed) For the king of blocking shields, look no
further. Whitstan's Guard is all about blocking, and boy, it does it very
well. You can max your blocking very easily, and the speed is veritable. Sadly,
it's not good for much else. The other mods are nothing to write home about,
unless you don't have CBF, or your build needs defense. Suggested socketing:
perfect diamond to round out this otherwise awesome shield. The only useful
partial bonus to Orphan's Call is +35 Life (2 items), and I recommend Guillaume's
Face to go with this shield for its myriad ancillary effects. See
Set review for information on the complete Orphan's Call.
- 1.09 Gerke's Sanctuary (unique Pavise, 133 Str, 79% block for calculation
purposes, 0% speed) An excellent blocking shield (second only to Whitstan's),
it features decent resistance, some life regeneration, but another main selling
point of this shield is the absolute physical and magic damage reduction.
The only thing this shield needs more than resist is faster block rate, because
it is conspicuously absent. Also, this shield is a heavy shield, so it will
impact your running speed and stamina. Suggested socketing: Shael rune for
faster blocking, perfect diamond. Make sure you have more blocking speed from
elsewhere because Shael alone will not help you break the 2-frame breakpoint
- Twitchthroe or Guardian Angel will do it.
- 1.08 Gerke's Sanctuary (unique Pavise, 133 Str, 74% block, 0% speed) Most
of the pre-1.09 items are worse than their 1.09 counterparts, but some are
outright very powerful. The older version of the Gerke's has 15 dual damage
reduction instead of variable, 5% less chance to block, and features scaling
Vitality (1 per level) in place of resists. That translates to 297 life at
clvl-99. The bonus is great, of course, but if you're going to trade for one,
be aware that most of the 1.08 items in the realms are dupes.
- Blackoak Shield (unique Luna, 100 Str, 45% block, 50% speed) I have mixed
feelings about this shield. The life bonus and dexterity bonus are all good,
as the chance to cast Weaken, but the blocking rate is very low. And since
this is not a ranger's shield, this works to your disadvantage. You'll have
to pump your dexterity to incredible level to get decent blocking on this
shield. If you do get that much dexterity, though, this will be an excellent
shield to use, albeit one sorely in need of resists. Note that the shield
comes with 50% FBR, with is more than enough to hit your lowest blocking breakpoint.
Suggested socketing: Perfect Diamond or Eld.
- Lidless Wall (unique Grim Shield, 58 Str, 45% block, 0% speed) This is a
shield for rangers mostly. The main selling point of this shield is the +skill
and mana bonuses, and so it is perfect for pure LF throwers. The lousy blocking
and resists of this shield means that I'm not going to recommend this to tanking
Javazons at all. Suggested socketing: where to start? I suppose perfect diamond
would be good, or maybe an Eld to help the blocking a bit. If only I could
cram them all into one socket.
- Tiamat's Rebuke (unique Dragon Shield, 91 Str, 43% block, 0% speed) Wonder
what you can do with this shield? It has no blocking, decent resists . . .
so what? Well, look closely . . . it features three hefty elemental
damage, as well as chance to cast spells, one from each school. This, my friend,
is the tanking Javazon's answer to physically immune monsters. Couple this
with a javelin with hefty elemental damage, and you can start jabbing away.
It goes without saying that it should be on weapon switch, since the lack
of blocking means that it's rather scary for general tanking use. This works
very nicely with rangers though. Suggested socketing: Eld for blocking, perfect
diamond, or even a nice elemental damage jewel.
- Rhyme (rune word: Shael+Eth (2), Str variable, block = shield base + 20%,
40% speed) If you've been dazzled by the list of set and unique shields above,
have no fear, there's still hope. Rhyme is a very easy-to-make shield, and
while Shael runes don't exactly rain from the sky, it is still quite common.
This simple shield, however, is easily a match for most exceptional unique
shields. It features very good blocking (on par with Stormshield - 2-frames
baby!), decent resists (25%), and the all-important, almighty CBF. Woohoo!
It also comes with MF and GF as additional goodies, and maybe a little mana
regeneration to help your mana problem. Both melee and rangers can benefit
from this shield.
Suggested base shields: Bone Shield/Grim Shield/Troll Nest - this family of
light shield has low requirement, great defense and excellent blocking . . .
or if you don't mind the heavy shields, Tower Shield/Pavise/Aegis (as the
family with best blocking) will do too. Shields in Large Shield/Scutum/Hyperion
family are medium shields with decent blocking, but they make great fashion
statements. The blocking landmap changes once you get to Elite Shields. The
light shields with best blocking would be both Heater and Monarch, but Heaters
are easier to find and has lower requirement, making them another popular
choice for Rhyme, even though their defense is not as great as Troll Nests
or Monarchs. Hyperions have comparable blocking to the heavy shield family,
making them another great choice. Thanks to naturelover for pointing out my
mistake with Large Shields and recognizing that the blocking chances for elites
are different, therefore bringing out Heater as a Rhyme candidate. See the
bottom of this page for shield summary. Suggested socketing: none, obviously.
Other shields
- Taebaek's Glory (set Ward - Heaven's Brethren, 185 Str, 74% block, 30% speed)
Okay, it does have its merits. It has good blocking, lightning resists, and
great mana bonus. But it sorely lacks other kinds of resists, and my main
turn off is the atrocious Str requirement. Suggested socketing: Perfect Diamond.
The partial set bonuses of Heaven's Brethren are not very useful; so don't
equip the shield just for that purpose.
- Ancient's Pledge (rune word: Ral+Ort+Tal (3), Str variable, block = shield
base, 0% speed) Another rune word shield, I include it in this list even though
I believe that Rhyme is superior. Why? First of all, it's very common. Qual-Khek
gives you the runes when you complete Act 5, Quest 2. And secondly, it offers
you incredible resists, and a little vulpine bonus for your mana. Downside?
No blocking bonuses, and nothing you can do to change that. Get a shield with
as much blocking as possible for this one, because that's all you're going
to get. See the list below for suggestions. Tower Shields make terrific Ancient
Pledges.
- The Ward (unique Gothic Shield, 60 Str, Str bonus +10, 51% block, 0% speed)
A decent early shield featuring a lot of resists (up to 50% all), tolerable
blocking and strength bonus for tiering. Suggested socketing: perfect diamond
or Eld.
- Other shields to use: other exceptional uniques are good to use, but not
as useful. A 3DT (stands for 3 perfect diamond Tower Shield) is a traditional
pre-LoD shield, giving 57% resist all and 49% chance to block. A magical shield
(without Jeweler's or similar prefixes) may get 1 or 2 sockets, depending
on your luck when you bring the shield to Larzuk to be socketed. "Chromatic
of Life or of Deflecting" shoppable shields are prime candidates for
the Larzuk treatment. And even Ancient's Pledge is better than normal unique
and set shields with the possible exception of the Ward. Steelclash does deserve
special mention, however, as well as Pelta Lunata, as very good twink shields.
Rangers might also look for Wall of the Eyeless for mana/kill and mana leech
bonuses, but resists must be obtained elsewhere.
Some dexterity requirements
for 75% actual blocking rate:
| Shield Name |
clvl-50 |
clvl-80 |
clvl-99 |
| Whitstan's Guard (87%) |
101 |
154 |
186 |
| Gerke's Sanctuary (79%) |
109 |
166 |
202 |
| Stormshield (72%) |
N/A |
181 |
221 |
| Rhyme - Grim Shield (65%) |
130 |
199 |
243 |
| Moser's Blessed Circle (62%) |
135 |
208 |
254 |
| Lidless Wall/Blackoak Shield (45%) |
181 |
281 |
345 |
| Tiamat's Rebuke (43%) |
189 |
294 |
360 |
Even if my numbers are slightly off, it should illustrate the point why
increased blocking is important. An Eld may be a humble rune, but socketed in a
low blocking shield, it has a profound effect.
Oh, and incidentally, all those shields listed above are my personal picks.
I do not dismiss a shield based on block alone, so please do not take the above
list in order of preference.
Finally, here's a table listing the defense range, strength requirement and
block chance for all normal/exceptional/elite shields. Note that Rhyme adds
20% to the blocking chance. Also note the shield penalty effect on run/walk
speed.
| Shield |
Type |
Normal |
Exceptional |
Elite |
| Def |
Blck |
Str |
Def |
Blck |
Str |
Def |
Blck |
Str |
| Buckler/Defender/Heater |
Light |
4-6 |
25% |
12 |
41-49 |
25% |
38 |
95-110 |
47% |
77 |
| Small Shld/Round Shld/Luna |
Light |
8-10 |
30% |
22 |
47-55 |
30% |
53 |
108-123 |
45% |
100 |
| Large Shld/Scutum/Hyperion |
Medium |
12-14 |
37% |
34 |
53-61 |
37% |
71 |
119-135 |
49% |
127 |
| Kite Shld/Dragon Shld/Monarch |
Light |
16-18 |
33% |
47 |
59-67 |
33% |
91 |
133-148 |
47% |
156 |
| Spiked Shld/Barbed Shld/Blade Barrier |
Light |
15-25 |
35% |
30 |
58-68 |
35% |
65 |
147-163 |
45% |
118 |
| Tower Shld/Pavise/Aegis |
Heavy |
22-25 |
49% |
75 |
58-68 |
49% |
133 |
145-161 |
49% |
219 |
| Bone Shld/Grim Shld/Troll Nest |
Light |
10-30 |
45% |
25 |
50-151 |
45% |
58 |
158-173 |
45% |
106 |
| Gothic Shld/Ancient Shld/Ward |
Medium |
30-35 |
41% |
60 |
80-93 |
41% |
110 |
153-170 |
49% |
185 |
Color indicates maximum number of sockets possible: white = 1 socket, aqua
= 2 sockets (Rhyme), bronze = 3 sockets (Ancients'
Pledge, 3D), green = 4 sockets (4D). Entries in
bold indicate (in my opinion) good Rhyme candidates, based
on blocking chance, strength requirement and to a lesser extent, defense.
And for the fashionably picky:
|
|
|
|
|
|
Buckler/Small Shield Class |
Large Shield Class |
Spiked Shield Class |
Kite Shield/ Gothic Shield Class |
Bone Shield Class |
Tower Shield Class |
One of the more useful properties you can get in a helm is leech, as well as
resists. There are several helms available that will give you damage reduction,
though, so the choice might not be as clear-cut as you might think. Here are
some serious contenders in this category.
Tanking-Javazon Oriented
- Tal Rasha's Horadric Crest (set Death Mask - Tal Rasha's Wrappings, Str
55) Otherwise known as the Purple Horns of Doom or simply Tal's Fugly (stands
for Tal's F***ing Ugly Mask) this supposedly Sorceress' mask boasts the most
mana and life leech one can find in a helm, as well as life and mana boost
and some prismatic resists. In other words, godly, for both tankers and rangers.
If only it's not so ugly, it would've been perfect . . .
- 1.09 Vampire Gaze (unique Grim Helm, Str 58) The other contender for uber
dual leech helm, the main selling point of Vamp Gaze is the variable damage
reduction, making this a popular dueler helm. Again, this is another case
of ‘balance by fashion' as a green bonehead really doesn't go very well with
an Amazon's wardrobe. Rangers can make great use of the leech as well.
- 1.08 Vampire Gaze (unique Grim Helm, Str 58) The 1.08 version of the Gaze
is everything a 1.09 Gaze aspires to be. 8% dual leech (instead of variable),
and it goes beyond the newer helm to give 25% Damage Reduction. The magic
damage reduction is fixed at 15 too. The mod that was missing in the 1.08
Gaze was the cold damage, which is a minor concern when you have that array
of mods. This is another popular duped item in the realm, so be careful when
trading for one.
- Crown of Thieves (unique Grand Crown, Str 103, Dex bonus +25) This crown's
main selling point is its high life leech and the incredible +25 Dexterity
bonus, which can be used to help your blocking. In addition, it also boasts
a great life and mana bonus and fire resist.
- Blackhorn's Face (unique Death Mask, Str 55) If you can't afford a Thundergod's
Vigor, this mask will allow you to absorb lightning damage directly. That's
the main selling point of this helm, and unfortunately, that's it. OK, we
do have some lightning resists, but that's it. Slow Target is currently bugged
so that your enemies will not be where you think they are, but that's ok since
you'll want to be next to them anyway. Oh, and the horns are black,
as the name implies.
- Darksight Helm (unique Basinet, Str 82). There are two great mods in this
helm: some mana leech, and the almighty CBF. It also has fire resists too.
The rest of the mods are not terribly notable, but the chance to cast Dim
Vision might be useful when you're tanking.
- Stealskull (unique Casque, Str 59) A great helm. Dual leech, although not
as high as Vamp Gaze or Tal's, but this helm does boast 10% IAS, which may
help you achieve a breakpoint. It has 10% FHR as well, and the MF% is just
gravy.
- Rockstopper (unique Sallet, Str 43) The Rockstoppah gives you all the important
resists (from 20 to 50% depending on type), 10% damage reduction, 30% FHR
and 45 Life (+15 Vitality). If you're hurting for resists, you can't go wrong
with this helm. The other mods are also great for tanking Javazons.
- 1.08 Valkyrie's Wing (unique Winged Helm, Str 115) While the 1.09 Valk Wing
has +skills, the predecessor has enough mods to compensate: 30% FCR, 30% FRW,
30% IAS, 30% FHR. Whoa. As with other 1.08 items, this helm is commonly duped
on the realms.
- Guillaume's Face (set Winged Helm - Orphan's Call, Str 115, Str bonus +15)
A great little helm with useful ancillary effects, namely Crushing Blow and
Deadly Strike. Also features Str bonus and 30% FHR. Wear this with another
Orphan's Call item for +35 life partial bonus, or wear the entire set outright.
See Sets.
- Natalya's Totem (set Grim Helm - Natalya's Odium, Str 58, Str bonus +10,
Dex bonus +25) This black bonehead is very useful when you want to do Str
tiering, since it has relatively low requirement, but awesome boost to your
two primary stats. It has 10% resist all to round it up, too. Use it with
Natalya's Soul to increase its Magic Damage Reduction from 3 to 18. See Sets.
- Veil of Steel (unique Spired Helm, Str 192, Str bonus +15) A very heavy
elite unique helm, the main selling point of this is the incredible 50 to
all resistance, as well as 45 life and very high defense rating. This would've
been a great helm if the Str requirement is lower. Not very many Javazons
would have that much Str.
- Ondal's Almighty (set Spired Helm, Str 116, Str bonus +10, Dex bonus +15)
Another helm you can use for tiering, although not as good as others. Other
than boosts to your two primary stats, you also get 24% FHR, decent defense
and the always-useful chance to cast Weaken.]
- Duskdeep (unique Full Helm, Str 41) Surprise! We have a normal unique here!
This simple helm has some pretty terrific mods: 15 resist all, physical damage
reduction (PDR) of 7 and +8 maximum damage. Another Sol will take this helm
to PDR of 14, which is enough to reduce damage significantly in your Javazon's
early life, and this would make a great helm for absolute
PDR builds.
My picks: Tal's Fugly, Vamp Gaze, Crown of Thieves, Stealskull and
Rockstopper. Guillaume's Face would be great in some builds.
Ranger-Javazon Oriented (in addition to noted Tanker helms)
- Peasant Crown (unique War Hat, Str 20) A spell caster helm featuring +1
skills, FRW, and a whopping +20 to Energy and Vitality (60 Life and 30 Mana,
which is comparable to Tal's Fugly). Not bad early on.
- Harlequin's Crest (unique Shako, Str 50, Str and Dex bonuses +2) A very
popular helm, commonly called the Shako. This is basically Peasant Crown on
steroids: +2 skills, scaling life and mana, (a lot of them!) 10% damage
reduction, and some MF% for gravy. There is +2 to all stats minor mod, which is
tribute to Diablo-I's Harlequin's Crest. You may argue that this is a tanking
helm, and I agree that it can be used to tank, but I'd pick Rockstoppah or (God
forbid) Vamp Gaze over this, if damage reduction is that important, just because
of the leech and the resists. You can get life bonuses elsewhere.
- 1.09 Valkyrie's Wing (unique Winged Helm, Str 115) This is a general
purpose Amazon helm: it has +skill(s), it gives you all the FHR you need to
break the first breakpoint, gives you FRW, and mana/kill as small bonus. Use
this only if you've got your resists and leech taken care elsewhere.
- Lore (rune word: Ort+Sol (2), Str variable) For the less fortunate Javazons.
This easy-to-make helm features +1 skills, 15 mana, 2 mana/kill, lightning
resist and a little damage reduction. Not bad, but it doesn't shine terribly
well when compared to the other helms in this list.
My pick: Tal's Fugly, Vamp Gaze, Valk Wing, or the Shako.
For low level helms, aside from Duskdeep, helms like Biggin's Bonnet, Tarnhelm,
Undead Crown and Wormskull might prove useful in the short term. Duskdeep's
usefulness may last longer.
Other helms notable of mention are IAS helms, such as a regular 3-sockets helm
with Jewels of Fervor, or M'avina's True Sight, if you are really serious about
meeting that breakpoint. It is not of utmost importance, however, since the
other mods on these helms typically cannot compare with the other helms. Rare
helms, especially circlets, can be downright godly if you have all the right
mods like +skills, dual leech, resists, life/mana and run/walk, but the probability
of scoring such beauties is extremely low. But hell, Tal's Fugly or Gaze is
so ugly that I'd rather take a decent circlet instead. The normal unique helms
might help you when you're young, as well as Irathra's Crown when worn with
the rest of the set. See Set section.
For the fashionably picky:
|
|
|
|
Cap/War Hat/Shako |
Skull Cap/Sallet/ Hydraskull |
Helm/Casque/Armet |
Full Helm/Basinet/Giant Conch |
|
|
|
|
Great Helm/Winged Helm/Spired Helm |
Crown/Grand Crown/Corona |
Mask/Death Mask/ Demonhead |
Bone Helm/Grim Helm/Grim Visage |
For images on how unique/set items affect the color of the helms, please refer
to Icewraith's
LoD Boutique page.
IV. Equipment (cont'd on next page)
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Phage v1.2, 4/19/03
© Phage 2003
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Javazon Guide cont'd: Part 1 2
3 4 4a 5 6
7 8 9
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