Auradin Q - Dream or Dragons?

PhuQ

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Apr 21, 2006
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Auradin Q - Dream or Dragons?

I´m building an auradin and my question is:

Would Hoj+dual dragons kill faster then hoj+dragon + dual dreams?

I´m planning to use him for pvp as well as for pvm.

Regards and thanks for help
 
Go with either Fire or Lightning, not both. There are better weapons/armours for a Dreamer.

Both auras require too many skill points to fully synergise (60 total), and then try to max Conviction, invest in Holy Shield, then invest in an attack skill to go with it.

And HoJ + single Dragon is pretty weak damage-wise, you'd need that second Dragon (slvl 44 HF) to match the damage of dual Dreams (slvl 30, both around 3.5k damage average when fully synergised).

Actually, digging up some calcs on this:

HoJ + dual Dragons added 3219-3288 Fire damage to attack
dual Dreams added 1-7005, or 3.5k average.
 
Go with either Fire or Lightning, not both. There are better weapons/armours for a Dreamer.

Both auras require too many skill points to fully synergise (60 total), and then try to max Conviction, invest in Holy Shield, then invest in an attack skill to go with it.

And HoJ + single Dragon is pretty weak damage-wise, you'd need that second Dragon (slvl 44 HF) to match the damage of dual Dreams (slvl 30, both around 3.5k damage average when fully synergised).

Actually, digging up some calcs on this:

HoJ + dual Dragons added 3219-3288 Fire damage to attack
dual Dreams added 1-7005, or 3.5k average.

Allright so If I picked dreamer, what would the weapon and amour be?
I´m interested more in fire auradin as mods on dragon are a bit better than at dreams :)



 
I guess the Armour would fall under 1 category: Enigma.

Well, not really. CoH, Fortitude, Shaftstop, Duress, eth Prudence (+heaps more I can't think of right now) all are great too.

As for weapons: Grief comes to mind, as does EBotD. A 6 socket Phase Blade with IAS/res jewels/Shaels/Facets to reach max Zeal speed with Conviction could be good too.

I've seen a Torchadin do pretty well in a pubby once. I'm pretty sure he had a CoA on top of the HoJ and Dragons, since he was a tough cookie to take down.
 
with maxed conviction fire/lit facets will do you little good. -resist is capped at -150 which make the - part of the facets useless and with an already very high + to lit/fire damage the + doesn't do much either. plus getting to 4frame zeal will be difficult with faceted armor and weapon. 4frm zeal is a must btw, the faster you hit the more damage you do.

grief is excellent weapon, you can make 4frm and still keep nigma. also consider anything with cb. cb turns a dreamer into a one hit kill machine(well in 1 player games at least). death and lw come to mind as good choices, in pb ofcourse. reaching 4fr zeal is still not easy, you'll need 72% ias which mean highlords, 20% gloves(LoH?), and jewels in armor(which means no enigma), and nos coil. that takes away a lot of good choices equipment wise so it will be your call.

there are other choices as well...these are just my favorites (doom in a pb might be a good idea as well 45 ias + hf)
 
Are you planning on playing in Hell ? If so then dreams are the way to go.

There are tons of fire immunes in Hell and I think that it is harder to break their immunity.

Fewer light immunes in Hell and you will be able to break most of their immunities with your conviction.
 
Most auradins don't need 4fps zeal because they just run around pulsing everything. And with mega stack res in duels that extra -50 plus 50 can make a difference.
 
Most auradins don't need 4fps zeal because they just run around pulsing everything. And with mega stack res in duels that extra -50 plus 50 can make a difference.

You can kill almost everthing in normal with pulses. NM takes lots longer. Hell is almost impossible. You cant kill any of the bosses with pulses.

Hitting does about 20 x the damage so if you want to kill you just about have to hit and 4fps zeal is what u want.



 
I´m building him mainly for duels and I dont like dual dreams for simple reason - lower aura radius and easily sorbable / stackable (fire can be sorbed / stacked too, but it´s a bit harder and not so common)

Seems I´m gonna pick fire one :)
 
One more question - is there big difference if I max salva or not (as a synergy)?
 
Level 44 Holy Fire: 555-567 / 92.5-94.5
+ 20 Resist Fire: 2553-2608 / 425.5-434.6
+ 20 Salvation: 3219-3288 / 536.5-548
 
i used both holy fire + lightning this worked excedingly well won most of my duels

http://www.purediablo.com/forums/showthread.php?t=365416&page=1&pp=10

very good guide good sense of humour also, currently about to test a pure lvl 43 holy fire one (2 dragons + HOJ)

i think i'll give my pvp tactics now been long enough (made these AGES ago but still work), rofl it has WHOLE build of what I used

for proper auradin stats should look like this:
str: enough to use all equip after adding all bonuses from equip
dex: enough to use hoj after adding bonuses from equip
vita: rest
energy: none (if u need mass mana get mana scs)

Equip: hoj, dragon, 2 dreams
boots: Ww = reccomended (15 dex to help with hoj and good life +5 max fire res defense, low requirement) others: sandstorm (high def and nice stats), gore riders (open wounds (ow) so after they weakened by ow aura killz)
gloves: bloodfist/crafted/any 20 ias gloves
rings: ravenfrost (for cbf)
ring2: resist ring or str or absorb (raven/dwarf/uniq light abs ring cant remember name)
switch: cta + pala spirit
amulet: maras/cats eye (frw and gives the ias for 5 fps)/highlords (1 skill and ias)
anni
torch
37 lots of 20 life scs (or life/mana scs)

Stash:
cold resist charms
beast if u want to be funny and kill people with aura while being a bear
trangs belt + gloves (use fireball granted after equipping these 2 items to annoy ppl it does around 10 dmg but will often change defensive sorcs (hard to kill cos u cant get close) to offensive (close so u can 1 hit charge kill them )
resist ring or str or absorb (raven/dwarf/uniq light abs ring cant remember name) any of that which isnt equipped
dragon shield can come in handy
foh scepter also can come in handy (+3 foh -25 light resist +25 light dmg)
2xangelics rings and 1xamulet

skills:
20 resist fire
20 resist lightning
20 salvation
x to conviction ( u need -150 resist which is hit at around lvl 26, AFTER -150 U CANNOT REDUCE IT MORE, (lvl 40 convction = -150 resist as well)
rest: either foh/holy shield/charge/1 point vigor/1 point fana, lvl 1 zeal/lvl 1 vengeance

Your pala (after bo) should hit at least 2.5k life, if not he needs more life scs or u made him wrong and needs more points in vitality

Tactics:
sorc
fire/light sorc: change 2 resist fire/lightning if they fire/lightning then charge them if u havent duelled them use salvation first
cold sorc (blizz/orb): put 2nd ravenfrost on and possibly cold resist charms (or use salvation) also if they use shiver armour u have 2 choices:
1. dont attack them, let aura kill
2. put angelics on for ar then charge them

barb
ww barb with tele: stay away from them kill at range with aura avoid getting hit if possible, consider changing shield to storm OR getting a helm with high damage reduce (gaze is good one preferably ber'd) and put on dragon shield as well, gaze + dragon is optional.
ww barb with forti: stay away and kill at range with aura OR put angelics on and charge them after making them chase you for full minute (after that long they wont expect to be attacked) and hope kb on charge gets the repeatedly (usually does))
Singer (uses war cry as attacking skill): charge him (put angelics on to be sure u get hit)

pala
pure smite: just keep out of way and laugh at the noob
charge/smite palas: stay away charge AWAY from them use mana pots if necessary
charge pala: see above
foher: put resist lightning aura on and charge him
foh/smite (yes these guys are about): charge at him then charge away with resist lightning active, if he switches aura to fana stay away if he goes back to conviction and begins fohing u again charge him

Assassain:
Trap: put ressist lightning on charge in a circle around assa (change direction frequently) then after charging around 10 times charge at assa and kill OR kill with aura keeping conviction active (if u get hit by mind blast change to resist lightning)
ww + trap: try and charge these guys down asap keep away if they have a bunch of traps down and wait for u 2 get close kill with aura and conviction active, watch out for teleport then ww

Druid:
Wolf/werebear charge away from them and let aura kill OR challenge them to zeal + fury duel (you will most likely lose but its sort of fun ^^)
wind druid: charge around them a few times attempting to avoid the nados then charge them or let aura kill, NOTE elemental armour (or whatever its called) removes ALL aura damage (zeal/charge does FAR FAR too much damage for it to absorb)
tele on u windy druid: These guys simply teleport onto your paladin and using tornado u can either:
1. never stay still keep running around and charge him when he least expects it
2. stay where u are put angelics on and zeal him when he teles on u, he is likely to win though unless hes crap one

Necro:
Poison nova: charge him
Boner who doesnt need to use bone wall/prison: charge around him noting u are unlikely to see the bone spirits (they go invisible quite quickly but will still dmg u) then charge at him, he will tele away though, repeat OR stay close and get aura to damage, when several spirits are after you charge away and hide preferably inside one of the "houses" or against a side on an "edge" of the map to remove bone spirits then go back to damage him more
Boner who uses bone prison: get zeal ready try + stay out of his range then charge at him possibly from a distance or accuse him of being a noob lamer and not to use it OR u can put a teleport amulet on (you can pick one of these up really cheaply)

Amazon:
Bow: stay behind cover in a house till they start moving not firing then charge out and charge at them or charge around them OVER a screen distance away so they cant get guided arrows to follow u then charge them (they die ez) once you charge once they often dodge or die and are NOT knocked back, simply change to zeal and gogogo
Java: 3 ways:
1. get REALLY close and the charged strike will go OVER you and not hit and u can zeal them
2. stay away from them charge around them and let aura kill
3. put resist lightning on charge them until kb doesnt work and zeal them

the tactics should be same for holy fire user :)
 
[exile];5047782 said:
Level 44 Holy Fire: 555-567 / 92.5-94.5
+ 20 Resist Fire: 2553-2608 / 425.5-434.6
+ 20 Salvation: 3219-3288 / 536.5-548

tyvm . . . .
 
with duel dream/dragon/hoj, I do 10kish zeal damage if that helps you. I havn't tried out a dragon shield so I don't know what pure fire dmg would be. Even with over 150 stat points remaining, I can basically kill every pub game with pulses alone. I'm lvl 85 and I maxed all the synergies, conviction, and now pumping holy shield. ...I don't even have a ptorch for him yet.
 
with duel dream/dragon/hoj, I do 10kish zeal damage if that helps you. I havn't tried out a dragon shield so I don't know what pure fire dmg would be. Even with over 150 stat points remaining, I can basically kill every pub game with pulses alone. I'm lvl 85 and I maxed all the synergies, conviction, and now pumping holy shield. ...I don't even have a ptorch for him yet.

I have dual dragons + hoj now. And he is really good. Avg charge dmg is 5000k but pulses kill most of the time :) Very funny char to play



 
with maxed conviction fire/lit facets will do you little good. -resist is capped at -150 which make the - part of the facets useless

Since when was -resist% capped? What about Cold Mastery? I see Sorceresses running around with more than -150%.

And what about FoH Paladins? They use Griffon's Eye and Facets AND maxed Conviction, it's not unusual to see one with a total of -200% lightning resist.

Sure, the cut-off for Conviction is -150%, but one can go further than that.



 
I recently got the chance to duel a torchadin with my auradin ( dual dreams + dragon + hoj) and I beat him ez no problems. I have about 2.8k life after bo and the farthest he could take me down was to about 1500. I checked out his gear and it wasn't bad at all although I didn't know what his resists were.

I love dueling trappers with this guy. Very easy to beat just make sure you hit the 86 fhr bp.

Oh and mclarke thanks for the idea on using cats eye as ammy. Thats a great idea, depending on how my light res is after I take the highlords off I just might use that from now on.
 
I tryed out the Coh+Doom+Dream+Dream and found it is a great combination. I have all my resists between 75-95 in hell, and my charge dmg is around 900-9k. I can easily at lvl 75 kill people 20 lvls higher then me. I also switch to Dream+Dream+HoJ+Dragon too and found it to be more efficiant than fire.
 
I also switch to Dream+Dream+HoJ+Dragon too and found it to be more efficiant than fire.

I'm inclined to agree with this, at least in the PvP sense.

A Torchadin, Dreamadin, hell even straight FoHer, have a huge weaknesses. Once you wield a single element attack you become twice as easy to absorb.

Sure folks stack against light, but believe it or not folks do stack against fire too. How hard is it to throw on those cute red boots, and a single fire absorb piece? Single elements for the most part are laughable. That is why the Hybrid builds are so common now (i.e., V/T - T/V), having a back-up is smart.

I will agree that once you eliminate the Dream helm/shield (in this case), you can open up for more versatility, DR and the like. However, I realize alot of folks duel with a "pulsing strategy" (forgive my laughter here), so in the end all those bonuses are negligible if you duel like a pansy anyway. Run enough circles and maybe your opponent will drop, why cut your damage source and risk getting 'sorbed?

Fire and Light are both easy to absorb, but harder once combined - most chars become handicapped when they devote their entire setup to absorbing the elements.



 
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