avenger

Sebbie said:
Very interesting stuff. Maybe the ghoul lords heal themselves? I know I had to bring in Goblin Toe and Wormskull in to be able to deal with these guys because of their healing capability. Needless to say that I got a huge attack rating drop. Would never had notice that stuff when playaing my sorceress/hammerdin/barb.

This is only nightmare so it's not that bad... but you are probably right about them healing. The conversion "feature" is really interesting though...

Maybe I should use the conversion bug myself! My frost zealot is quite weak he could use any extra help he could get. Beginning of Act3 seems easier then Act2 though.

Act2 is my favourite act--and I play mostly paladins... but having said that, I find act 2 more challenging for most paladin styles. I think one big reason is because of confined area with lots of monsters (skeletons, ghosts, unravelers, etc). Since paladins have weak crowd control and can't really escape easily, I think act2 (especially any tomb) is perhaps the toughest area for the typical paladin. It's kind of ironic though, since paladins should be undead slayers yet we have the toughest time against those mass of skeletons and ghosts (I can see what the designers had in mind wiht Fist of Heavens :) ).

Paladins basically only have two crowd control options: conversion and holy freeze (Blessed Hammer too but you really need to specialize in that so it is not viable for non-hybrid-type paladins). I think conversion is your best bet for crowd control, but you won't get much damage out of it (unless we can figure out how to trigger the 1hp "feature" all the time--right now it is almost random and can't be relied upon. Based on my experience I would probably guess that the 1hp "feature" triggers around 30% to 60% of every successful conversion).

I think open wounds prevent monster healing so boneflesh is not that bad of an armor you know.

I have to test it out. I was just thinking that this may be the solution to my amazon too (maybe I just suck now but I personally think bowazon is totally unplayable in hell difficulty. I'm not really sold on that idea but then again I haven't tried open wounds with the latest patch. I know you guys love crushing blow yet I find it unimpressive but we'll see how open wounds works out (maybe I'm spoiled by the old days of super-powerful crushing blow).

The downside of boneflesh is that I give up resists (and some defense). Given that I'm planning to wear the sigon helm+glove, and hsaru belt+boot, I basically have resist problems. I'm also not rich so godly items are out of the question. If I wasn't using boneflesh I will likely max out (75) lightning and fire resistence; with boneflesh, it is going to be tough. If I do use boneflesh, I'll probably not use a life leech ring or amulet, and instead go for a high resist ring or amulet. I really need to max out lightnig at a minimum because (i) gloams can destroy me easily, (ii) can't melee lightning enchanted monsters.


Just finished nigthmare with my martyr (horrible drop from diablo :( )... I'm like level 52(??) or something... so here is the real test... all this planning and dreaming is going to be put to test quickly...
 
Conversion is probably a really good idea. Even if the bug only triggers once a while. When it does trigger you got a easy kill. I know my paladin doesn't kill easilly at all. Having help from conversion and exploiting that bug once a while would help alot. Since you don't use zeal having meat shields around you to prevent getting interrupted too often will help you.

And yeah act2 hell is tough. For about any class for that manner. Flayer is downright easy compared to act2. I think it simply has to do with the fact that the monsters have very little hit points in flayer. I think flayer is tougher for casters who gets swarmed and die quickly. A fighter with nice gear and max fire resist has no problem there.

I got a bowazon which is act1 hell now. She uses rattlecage and face of horror and goblin toe. With strafe and a valk. Again a poor bow and poor damage too. Always the same song you know. Not dealing enough damage. Was looking for snake cord to prevent monster heal or if I can't find it was thinking of dropping Cage for Boneflesh. Problem is that monster flee is her life saver since she has only 225 hp. But at the end of the day it still comes down to not dealing enough damage. Sure Crushing blow helps and preventing healing helps but results are still poor.

Next and last ganky character I will make will be a Beserker. Hopfully he will deal enough damage! Will not even touch battle orders. Will only put points in dealing more damage so only in synergies. I think Howl will be nice anyway at providing a bit of defense... We'll see. Looking forward to being able to do something in CS. Maybe war cry could be interesting though...
 
Sebbie said:
Conversion is probably a really good idea. Even if the bug only triggers once a while. When it does trigger you got a easy kill. I know my paladin doesn't kill easilly at all. Having help from conversion and exploiting that bug once a while would help alot. Since you don't use zeal having meat shields around you to prevent getting interrupted too often will help you.

Yeah... I would say conversion is almost mandatory now. Even zealots will appreciate conversion (back in the old days, iceblink will freeze every monster that zeal hits so it wasn't taht bad but now I think zealots have a tougher time (even with max 4 swings) because the dmg is so low). My avenger got to act4/hell without conversion so you can definitely play without it but it makes life easier.

And yeah act2 hell is tough. For about any class for that manner. Flayer is downright easy compared to act2. I think it simply has to do with the fact that the monsters have very little hit points in flayer. I think flayer is tougher for casters who gets swarmed and die quickly. A fighter with nice gear and max fire resist has no problem there.

Given the gloams and their massive lightning damage, I tend to find Great Marsh tougher than Flayer Jungle (weird really cuz Marsh used to be a joke years ago). Most people skip Marsh though (if they get wp) so they dont' really face these monsters much until act4.

I got a bowazon which is act1 hell now. She uses rattlecage and face of horror and goblin toe. With strafe and a valk. Again a poor bow and poor damage too. Always the same song you know. Not dealing enough damage. Was looking for snake cord to prevent monster heal or if I can't find it was thinking of dropping Cage for Boneflesh. Problem is that monster flee is her life saver since she has only 225 hp. But at the end of the day it still comes down to not dealing enough damage. Sure Crushing blow helps and preventing healing helps but results are still poor.

I know what you mean... I was so dissapointed with what happened to the amazon (she was always my #2). Javazons are at least viable now but the bowazon is totally useless IMO. Either I just don't know what the hell I'm doing or the bowazon is just screwed. I have a decent 100-something dmg bow (poison dmg, mana leech, cold dmg)--this is typical of the best that a typical player without specialized magic-find chars will find--and the damage is pathetic. My equipment is not great but above average, but even better equip won't do much.

I have only gone up to act3/hell (gave up at that point) and didn't really have death problems. I actually put some points into vitality so my health is higher than yours but other than that, I just try to make sure that I stay behind the valkyrie (always re-cast your valkyrie in front if you are in trouble; also use decoy (my level 1 (2 with items) decoy sucks but it is a simple shield).

I can build a pure damage bowazon (I can take strength a bit lower and I have something like 50 points in life which I can skip) but that will only increase damage a bit--not enough to matter IMO.... I also had this immolation arrow+strafe idea but rough calculations tell me that it won't work... another idea is to somehow find good ballista and using 50(?) IAS but that only gives you something like 20% more damage--not enough to matter (we basically need 100% to 150% more damage to make the amazon at least viable IMO).

The sight of a bowazon past level act 2 is as rare as a lance-wielding barb... to think... once upon a time, those two were two of the most popular and powerful types around...


Next and last ganky character I will make will be a Beserker. Hopfully he will deal enough damage! Will not even touch battle orders. Will only put points in dealing more damage so only in synergies. I think Howl will be nice anyway at providing a bit of defense... We'll see. Looking forward to being able to do something in CS. Maybe war cry could be interesting though...

I don't know much about the barb (was never really an expert and didn't play them much before) but my impression is that a berserker is not viable. I know they were hard to play a long time ago but not too sure about the latest version. Given immune monsters, I think berserkers are more attractive now than in the past (when I used to play years ago berserkers really didn't offer much over other types). My guess is that War Cry is your best choice. If you want to play a fun style, you can also try a frentic barb (frenzy barb). I'm not sure how viable they are but they are probably the most fun barb style around.
 
I was thinking of the amazon...and I'm going to try a freezing arrow mageazon.... I said I thought strafe does more dmg but I think freezing arrow may do more damage due to splash damage... going to try it soon... also thinking of using the unique wizendraw bow (if anyone has it and can give it to me for free or cheap (on USEast SC Ladder) let me know plz)... Not sure what I'm going to do against cold immunes but I would like to try this amazon...
 
Levelled up my martyr a bit.. he's in act2/hell right now I think... I haven't maxed some of the key skills yet (sacrifice, redemption) but I think he is much worse than the avenger. The avenger is a pain to play because of mana problems but he is a tank. I think the conviction aura is untoucable and is perhaps undoubtedly the best aura for a melee paladin right now (when I was playing a long time ago, I always felt that fanatism and holy freeze were the best and though conviction wasn't THAT great--but I should note that many of used to flash conviction so conviction never got evaluated solely in many cases). Wearing AR items is a horrible sacrifice, whereas the avenger probably gets 90% to hit (not counting monster level diffrence) due to conviction.
 
Ah yeah conviction is truely an incredible aura man. With 1000 attack rating and max conviction you will hit at about 80%. Even for a zealot I would consider it.

Lately I played alot with my hammerdin and he is level 83 and he has found numerous helpfull gear for my other characters. With 0 or 72 mf might I add! Mf is overrated in my opinion.

Now got a 38-98 bow (not a gothic) for my strafer which is a blast to play by the way. That bow has both poison and cold damage. Has also life leech. It's really neat. Act 2 now. Level 60. She pretty much dies in 1 hit! But she uses rattle and face of horror with a valk so in theory if I play smart she doesn't get hit :thumbsup:

Also got a 118 damage naga for my frost zealot but in the end its a 125% ED crowbill with 20% IAS that he uses. Coupled with twich and sig glove he has reached that frightning attack rate that zealots are so reknown for. His resists are weak but now he kills at a acceptable rate. He uses goblin toe and snakecord if I am not mistaken. With angi amu and 1 ring... Yeah attack rating is so complicated for Paladins.

If I would redo a melee din I would try this one :
conviction 20, sacrifice 20, zeal 20, vengence 1, holy shield 20, defiance rest

That way with basicly minimum attack rating from gear the to hit would be really high. That would leave room to wearning neat peace of equipment. Resist gear with low attack rating. Or gear that gives you a big return but lacks attack rating. Like rattlecage or eye of etlitch for example. Perhaps even full iratha.

Also played a bit with the beserker. I maxed mastery at first to level up faster and now I got beserk but I am now pouring all the points in howl. It's that good. Problem I had b4 raising howl was that he would get into block lock quickly. I use twich + 3dt as usual. So I tried steeldriver and he was getting beat up pretty badly although he would kill fast too. That was a bit better. So I decided to proceed in maxing out howl first since if it was too low level to work. It's truely a amazing crowd control spell. Incredible. He basicly beats on fleeing monsters! It's like cheating.
 
Sebbie said:
Ah yeah conviction is truely an incredible aura man. With 1000 attack rating and max conviction you will hit at about 80%. Even for a zealot I would consider it.

If I would redo a melee din I would try this one :
conviction 20, sacrifice 20, zeal 20, vengence 1, holy shield 20, defiance rest

That way with basicly minimum attack rating from gear the to hit would be really high. That would leave room to wearning neat peace of equipment. Resist gear with low attack rating. Or gear that gives you a big return but lacks attack rating. Like rattlecage or eye of etlitch for example. Perhaps even full iratha.
You don't do enough damage without a damage boosting aura, so for a Zealer, Fana is probably still the way to go. Since it gives damage boost and speedboost if you need it.(for a zealer it almost allways helps)
I tried with my Grim Scythe Zealer. You definately need CB if you don't use a damage boosting aura and you can't take on a group bigger then 3 targets.
Because the Grim Scythe is so fast, it doesn't need fana to reach the fastest breakpoint. So I am maxing Sanctuary on him. Without aura his max damage is slightly more then 1000. Interesting to note is that Sanctuary boosts damage by 750% or so, yet I don't get that damage returned when I get IM on me. I just get the normal damage. Probably since my paladin is not undead and the damageboost in question only works for undead.

About Balista's for Amazons, they should rais your damage more then 20%, compare the minimum damage of a Balista to the min damage of a Goth if you would. And if you are shooting a single monster, you can hit that monster with strafe once every 4 frames, which is exactly the delay you have with a Ballista Strafer. :)
My balista strafezon is now level 80 and she can kill most things (As long as they are not PI, although given time I could kill a PI with Magic Arrows) in Hell. The max Valk helps aswell and gives the monsters a target to attack.
 
Warlock those are interesting points you bring fourth. Sanctuary is indeed a really interesting aura. But in my opinion and this is just a opinion, trying to play with the big boys in the likes of the hammerdins, wwder and frozen sorceress for damage will come short. The way I see it damage will be low no matter what. It's better to focus on what the melee Paladin is good at. I think he is a good in defense and at helping the team.

I mean my barb deals about 500 damage (pure vita barb with shield) yet he destroys everything in his path compared to my zealot which deals 1200 damage. I'm not saying that dealing impressive damage is not impossible it's just that the character will be pretty defensless and die alot. I mean a 2 hander you must die often no? Maybe I'm wrong. I fully agree that crushing blow is mandatory. If you melee you should use crushing blow.

I was thinking this morning. Which auras contribute the most to a party? My answers were convitction and salvation. If I could join any game knowing that there would be a Paladin with salvation I would use different gear on many of my characters. Conviction assist your party's sorceress and melee chars too.

So why not a salvation Paladin? Same idea as before except you swap conviction for salvation. Gives you 108 resist all at level 20. That's something. Now you don't have to care about your resists! You can use any of the following with no regrets: angelic, swordback, snakecord, sigons, full cleglaws, goblin toe, rattle cage, death set, some belt with cold damage, gold wrap, twich, +2 shield, silk, wormskull, etlitch, tarn or some big ornate with no resist. Seriously using the aura slot for resist all could open up a huge window of opportunity. Maybe putting more points in strength to compensate the lesser damage. Although now you could use amulets and rings with damage bonus too without caring again about the resists.

Those are just ideas of course :azn:
 
Sebbie said:
Ah yeah conviction is truely an incredible aura man. With 1000 attack rating and max conviction you will hit at about 80%. Even for a zealot I would consider it.

As Warlock points out, fanatism is a natural fit for a zealot (speed + damage). But it all comes down to the % to hit. If the % to hit is pretty bad with fanat then conviction may be better. Regardless of what it is, I am pretty certain that the avenger is the most powerful melee char (probably including barbarians--but I don't count WW as true melee) right now.

On another note, the hammerdin is the most powerful char in the game IMO. I guess you guys already realize this but I finally came around to this conclusion. The fact that the hammerdin is a powerful spellcaster with no immunities against him (not entirely sure about magical immunes but most of them are undead (zombies in act 2)) and the fact that he gets 3 health for every vit makes him untouchable IMO.

Lately I played alot with my hammerdin and he is level 83 and he has found numerous helpfull gear for my other characters. With 0 or 72 mf might I add! Mf is overrated in my opinion.

Yeah, magic find is kind of overrated. It still helps but it isn't THAT big of a deal. I think magic find mattered a lot years ago when very few monsters dropped rares and chests were next to useless. Nowadays I find that rare drops are more often, along with better drops from chests/stash/etc. Good luck with your hammerdin--it should make up for all the difficulties with all the other types of paladins ;) I don't really have a magic find char in hell. I presently use my strafer amazon (level 71) with something like 235% magic find on nightmare diablo. This means I find a ton of normal uniques but few exceptional items :(

Now got a 38-98 bow (not a gothic) for my strafer which is a blast to play by the way. That bow has both poison and cold damage. Has also life leech. It's really neat. Act 2 now. Level 60. She pretty much dies in 1 hit! But she uses rattle and face of horror with a valk so in theory if I play smart she doesn't get hit :thumbsup:

My amazon has low vitality too. I think mine is higher cuz I have some points in vitality while, if I remember, you have base vitality. I think health is overrated for amazons. I have slvl 20 valkyrie and as long as you strategically place yourself behind the valk, you are fine. I don't need monster flee (I can't remember if you have a valk or not; if you have one, dump the monster flee and try playing). The only big problem (note that I'm not in act4/hell yet) are the gloams (one hit and I'm toast :) ). If you don't have a valk and ever rebuild an amazon, try the valk; she's great...

My bow is something like a 110 or 120 dmg long siege bow (?)--same speed as gothic bow--with cold dmg and poison (no leech though). But she still sucks. My average damage is something like 250 (I think it's 100-400).

BTW, I'm building a low dex amazon (frost maiden, with freezing arrow). Have you ever used freezing arrow? You think it's viable? I thought strafer was better than a frost maiden but I'm not so sure anymore. I totally forgot about the splash damage. I don't know. It'll be an interesting build... it'll follow the path of my avenger, with massive mana problems (likely have to drink one mana potion every couple of monsters) but she may turn out to be the best amazon...

Also got a 118 damage naga for my frost zealot but in the end its a 125% ED crowbill with 20% IAS that he uses. Coupled with twich and sig glove he has reached that frightning attack rate that zealots are so reknown for. His resists are weak but now he kills at a acceptable rate. He uses goblin toe and snakecord if I am not mistaken. With angi amu and 1 ring... Yeah attack rating is so complicated for Paladins.

How are you finding hell? Is holy freeze worth it? I know damagewise it sucks but the slowdown effect should help...

If I would redo a melee din I would try this one :
conviction 20, sacrifice 20, zeal 20, vengence 1, holy shield 20, defiance rest

That way with basicly minimum attack rating from gear the to hit would be really high. That would leave room to wearning neat peace of equipment. Resist gear with low attack rating. Or gear that gives you a big return but lacks attack rating. Like rattlecage or eye of etlitch for example. Perhaps even full iratha.

I think an avenger would sitll do more damage (but with big mana problems). According to my calculations, my martyr will end up with similar damage as my avenger (remember that sacrifice as a main skill plus synergies gives high damage). One of the reasons an avenger holds up is beause the minus resists from conviction should be multiplied by 3 to get the real damage (since vengence does all 3 elements). The avenger also gets the neat benefit of having resist lightn/fire/cold as synergies, which means +max resistence :) If you want a fun build, try an avenger. Mana will drive you insane but he'll survive...


Also played a bit with the beserker. I maxed mastery at first to level up faster and now I got beserk but I am now pouring all the points in howl. It's that good. Problem I had b4 raising howl was that he would get into block lock quickly. I use twich + 3dt as usual. So I tried steeldriver and he was getting beat up pretty badly although he would kill fast too. That was a bit better. So I decided to proceed in maxing out howl first since if it was too low level to work. It's truely a amazing crowd control spell. Incredible. He basicly beats on fleeing monsters! It's like cheating.

Sounds fun... Does that war cry depend on monster level? In other words, would high level monsters (in hell) also flee? If I had to build a barb, I would probably try to use the totem pole (or whatever that's called). No one uses it but it sounds strategic ;)
 
To elaborate on Sanctuary a bit more, it adds 7xx% damage, so my zealer has about 1000 * 8.xx = 8k damage per hit. trust me when I say that undead don't last very long. :)
Because of CB the other monsters don't really last that long either.
Perhaps you should just give it a go, I know you are tempted. Find yourself a 30ias (preferably -30 req aswell) grim scythe and stick it on a pala. When you are facing Venom Lords you just flip on the Salvation or Fire res if you have it.
If you are playing in parties, you will have to know when to switch aura, since the knockback undead part of Sanctuary can annoy hammerdins when applied wrong. Try to push Seis and his gang towards the rain of hammers, not away. :)

Melee paladins who don't have a large amount of elemental damage are basically forced to use at least a level 1 sanctuary every now and then to remove the PI from PI's.
I also wear Crown of the undead to further boost my damage against undead. also note the large AR boost you get against undead. You cannot miss them anymore.
 
I tried with my Grim Scythe Zealer. You definately need CB if you don't use a damage boosting aura and you can't take on a group bigger then 3 targets.

Wow... grim scythe zealot :) Thought it was only in dreams ;) How do you manage not to get hit? Do you use conversion or something?

It's also interesting that you went for sanctuary. Massive damage for sure but how many undead mosnters are there? Maybe 30% of the monsters? Interesting though...

About Balista's for Amazons, they should rais your damage more then 20%, compare the minimum damage of a Balista to the min damage of a Goth if you would. And if you are shooting a single monster, you can hit that monster with strafe once every 4 frames, which is exactly the delay you have with a Ballista Strafer. :)
My balista strafezon is now level 80 and she can kill most things (As long as they are not PI, although given time I could kill a PI with Magic Arrows) in Hell. The max Valk helps aswell and gives the monsters a target to attack.

What you are saying is true but it depends on what you look at--especially the IAS. Based on my calculations, here is what I get:

* everything damage PER SECOND
* I"m using numbers from the german speed calculator page

--0 IAS--
Gothic (normal attack)= 48
Gothic (strafe) = 186
Ballista (normal)= 48.4
Ballista (strafe)= 180.4

--MAX IAS--
gothic (11 IAS + strafe)=249
ballista (27 IAS + strafe) = 242
ballista (50 IAS + strafe) = 272.8

(The way I'm getting these numbers is to multiply attacks per second times average bow/xbow damage)

According to these numbers, the best ballista IAS combo will only do around 10% more damage than the best gothic IAS combo (272.8 vs 242).
 
So why not a salvation Paladin? Same idea as before except you swap conviction for salvation. Gives you 108 resist all at level 20. That's something. Now you don't have to care about your resists! You can use any of the following with no regrets: angelic, swordback, snakecord, sigons, full cleglaws, goblin toe, rattle cage, death set, some belt with cold damage, gold wrap, twich, +2 shield, silk, wormskull, etlitch, tarn or some big ornate with no resist. Seriously using the aura slot for resist all could open up a huge window of opportunity. Maybe putting more points in strength to compensate the lesser damage. Although now you could use amulets and rings with damage bonus too without caring again about the resists.

Those are just ideas of course :azn:

I don't like the salvation idea in general... the problem is that Paladins get an inherent advantage by using a shield... and if you go with 3pdiamond then your resists are good... And if you don't go with a 3pdiamdond shield, then what better shields are out there? Shields don't give good mods...

But having said that, salvation can work if you don't use a shield. Maybe Warlocke's 2h zealot idea is worth looking at. If you don't use a shield, and hence don't have 3pdiamond resists, then your resists will be a problem.

If you are playing a conventional melee char, then I think the single resist auras are better than salvation. The single resists give passive +max resist and will help a lot. For instance, instead of 20 points in salvation, I would probably prefer 10 in resist fire and 10 in resist lightning. Turn on lightn res when facing lightn enchanted; turn on fire res in most other cases. Even when you are not using these single resist auras, you will get +5 max resist to fire and lightn.


Regardless of what we do, none of these chars will come anywhere near the powerbuilds (cold sorc, hammerdin, WW barb).
 
I use the Grim Scythe zealer mainly in areas where there are a lot of undead. Kinda limits me to sewers, halls of the dead, tombs and ... CS ! :)
Sewers are not really healthy for him with the occasional pack of lightning&fire enchanted skele archers. CS works a lot better though. Just be prepared for people asking "What is that shiny stuff on the floor ?".
You will get that question a lot.
Since the ED you get from Sanctuary and undead crown does not get returned, it's actually do-able to Hell CS with him.

And about the ballista/goth numbers, I don't think you have factored in that with a Goth you get 3 frames per shot and it takes 4 frames before you are able to hit a monster again with the same volley. so every second strafe arrow from a 11 ias goth will miss regardless, while a ballista's bolt can hit based on your AR offcourse. But this is just in case of 1 monster/boss. In the case of multible targets(which is most of the time), your calculation would apply flawlessly.


KoalaBearThirtyThree said:
I don't like the salvation idea in general... the problem is that Paladins get an inherent advantage by using a shield... and if you go with 3pdiamond then your resists are good... And if you don't go with a 3pdiamdond shield, then what better shields are out there? Shields don't give good mods...

But having said that, salvation can work if you don't use a shield. Maybe Warlocke's 2h zealot idea is worth looking at. If you don't use a shield, and hence don't have 3pdiamond resists, then your resists will be a problem.

If you are playing a conventional melee char, then I think the single resist auras are better than salvation. The single resists give passive +max resist and will help a lot. For instance, instead of 20 points in salvation, I would probably prefer 10 in resist fire and 10 in resist lightning. Turn on lightn res when facing lightn enchanted; turn on fire res in most other cases. Even when you are not using these single resist auras, you will get +5 max resist to fire and lightn.


Regardless of what we do, none of these chars will come anywhere near the powerbuilds (cold sorc, hammerdin, WW barb).
Isn't that why we're here ? So we don't have to sheep around with builds everybody already has ? :)

Indeed you could also make a Grim Scythe Zealer with resist auras or supporting aura's. I just picked Salvation cause nobody seems to have it while it does pack quite a punch.
 
WarlockCC said:
I use the Grim Scythe zealer mainly in areas where there are a lot of undead. Kinda limits me to sewers, halls of the dead, tombs and ... CS ! :)
Sewers are not really healthy for him with the occasional pack of lightning&fire enchanted skele archers. CS works a lot better though. Just be prepared for people asking "What is that shiny stuff on the floor ?".
You will get that question a lot.
Since the ED you get from Sanctuary and undead crown does not get returned, it's actually do-able to Hell CS with him.

When Diablo II came out many moons ago, one of my first paladins was an "undead paladin" :) I had max sanctuary and Fist of Heavens. Sanctuary is THE best looking aura out there. In dark areas (like sewers, etc) it looks so cool... FOH is also another cool-looking skill...

You have me beat though... with your Undead Crown. It was hard to get uniques back then and too bad I never had it on my char. It would have fit perfectly. What's an undead slayer without the undead crown ;)

And about the ballista/goth numbers, I don't think you have factored in that with a Goth you get 3 frames per shot and it takes 4 frames before you are able to hit a monster again with the same volley. so every second strafe arrow from a 11 ias goth will miss regardless, while a ballista's bolt can hit based on your AR offcourse. But this is just in case of 1 monster/boss. In the case of multible targets(which is most of the time), your calculation would apply flawlessly.

Yeah... this calculation doesn't take that into account. However, given the rough numbers, a ballista is quite expensive for 10% more damage when you have to get 50IAS. BUT if you can get IAS on your weapon (I think yo usaid yours has it?) then ballista is better...

On another note, do you know if chu ku nu is capped at 11 frames per sec? The German site seems to only show up to 8% IAS but that seems odd to me. Did Blizzard really limit the Chukonu to two speeds?
 
Wo there was alot of discusion going on that's cool :thumbsup:

On Howl : It does depend on the character level. I don't have the calculation but I know this since it always works with my 81 barb yet his howl is level 1. With my lower character who has a level 6 it doesn't always work. Depends on which monster so in other words on their level indeed. By raising howl it compensates for the level thing. It also gives a bigger radius while providing synergy to beserk.

On my bowazon and the valk : Zon is level 65 and valk is 16 I think. With 250 hp your hp is your valk! And I often cast decoy right in front of me just in case something unfortunate happens. My strafe and penetrate are maxed. 4 in critical strike. Now I wonder if I should push valk to level 20 first or if I should invest more in dodge. The valk is always in melee mode after all. I got 3 in dodge and 3 in avoid and 1 in evade...

On bowazon and monster flee : Monsters do go around the valk sometime. Some idiot you teamed with often brings a train of monsters behing him. That idiot probably plays a barb and has no resists at all so he is always running around like the idiot that he is! I just love to team up with random players. Makes game tougher and more fun like I like to say. Monster flee helps the team because a fleeing monster isn't damaging the team. And in big games your damage is puny anyway so at least you are doing something. In single she kills ok but honestly I really believe in that horror + cage thing it's awesome. I know it saved me in Ruined temple just the last game I played. When a monster approaches you you target him and away he goes instead of killng you. So you don't have to recast Valk either. After all one or two hits and she's dead. I want the monsters far from her fragile body.

On the frost zealot : Well his problem is what has brought me to that strange conclusion that salvation might be a good main aura! The problem being that if I set him up to have a nice attack rating his resists are bad. If I go for the resists I loose on the attack rating. And fanatism is better then Holy freeze when facing non immune to physical there is no question there. Sanctuary bonus against undead is enormous we can't deny that. Guess you have to choose if you wanna be specialized or average at everything. I am starting to agree with you Koala perhaps the best all around Paladin might be the Avenger + conversion one. That mana situation though seems bad. That's something that a zealot doesn't run into. Must be worst in big games too. Might face the same thing with the zerker. So far he uses a 3 saphire helm and angi amulet so that's how I manage his mana. I sometime let monsters hit me to fill up my bulb and then I howl when I am ready to tango! He's nightmare act 3 so the real tests are yet to come.

On salvation in regards to gear : The resist problem I was mentionning above is with a 3diamonds shield you know! Hell brings -50 resists so you are at 7 resist all with the shield. You then have to find about 65 resist fire and lightning and maybe 30 cold from gear. A barbarian with natural resistance and a 3d shield is in buissness. And I need crushing blow, poison damage, attack speed, leech, open wounds, cold damage, fire damage, cannot be frozen and attack rating! I want it all! Maybe it's crazy I know. Having the resists taken care by aura could make that crazy dream come true :prop:

On Warlock's 2 handed zealot: That must be the funniest thing there is! Wonder how that could be matched... After all it's really out there but it actually kills too unlike say a Ranger. Although I remember doing nm cs run with no weapon with my frost zealot and that was pretty funny too! Punching monsters to death is pretty neat. I might give it a go in hell cs to see if I can get a couple of laughs! Problem is that I would have needed to go pure vitality!
 
Sebbie said:
Wo there was alot of discusion going on that's cool :thumbsup:

On Howl : It does depend on the character level. I don't have the calculation but I know this since it always works with my 81 barb yet his howl is level 1. With my lower character who has a level 6 it doesn't always work. Depends on which monster so in other words on their level indeed. By raising howl it compensates for the level thing. It also gives a bigger radius while providing synergy to beserk.
Your level+Howl level vs Monster level.
If the monster level is lower, the monster will run if it is susceptible to howl(Dia for instance isn't and I think Oblivion Knights aren't either).
Sebbie said:
On my bowazon and the valk : Zon is level 65 and valk is 16 I think. With 250 hp your hp is your valk! And I often cast decoy right in front of me just in case something unfortunate happens. My strafe and penetrate are maxed. 4 in critical strike. Now I wonder if I should push valk to level 20 first or if I should invest more in dodge. The valk is always in melee mode after all. I got 3 in dodge and 3 in avoid and 1 in evade...

On bowazon and monster flee : Monsters do go around the valk sometime. Some idiot you teamed with often brings a train of monsters behing him. That idiot probably plays a barb and has no resists at all so he is always running around like the idiot that he is! I just love to team up with random players. Makes game tougher and more fun like I like to say. Monster flee helps the team because a fleeing monster isn't damaging the team. And in big games your damage is puny anyway so at least you are doing something. In single she kills ok but honestly I really believe in that horror + cage thing it's awesome. I know it saved me in Ruined temple just the last game I played. When a monster approaches you you target him and away he goes instead of killng you. So you don't have to recast Valk either. After all one or two hits and she's dead. I want the monsters far from her fragile body.
How could your valk be so fragile ? My valk just lives trough being swarmed by the infector and his gang. The only thing she dies to is IM or being swarmed for a long time by a fana+might+some more aura mob.
Sebbie said:
On the frost zealot : Well his problem is what has brought me to that strange conclusion that salvation might be a good main aura! The problem being that if I set him up to have a nice attack rating his resists are bad. If I go for the resists I loose on the attack rating. And fanatism is better then Holy freeze when facing non immune to physical there is no question there. Sanctuary bonus against undead is enormous we can't deny that. Guess you have to choose if you wanna be specialized or average at everything. I am starting to agree with you Koala perhaps the best all around Paladin might be the Avenger + conversion one. That mana situation though seems bad. That's something that a zealot doesn't run into. Must be worst in big games too. Might face the same thing with the zerker. So far he uses a 3 saphire helm and angi amulet so that's how I manage his mana. I sometime let monsters hit me to fill up my bulb and then I howl when I am ready to tango! He's nightmare act 3 so the real tests are yet to come.
I made a Frost Zealer with a Generals Flail that works rather well. Almost nothing is immune to the slow and nothing is immune to the aura.
In Normal all non-boss monsters just drop dead or shatter when I flip on the aura and in nm they take up to three hits off the aura before the same happens. In Hell, you can kill, just look for places where there are very few cold immunes. Like the Sewers.
Sebbie said:
On salvation in regards to gear : The resist problem I was mentionning above is with a 3diamonds shield you know! Hell brings -50 resists so you are at 7 resist all with the shield. You then have to find about 65 resist fire and lightning and maybe 30 cold from gear. A barbarian with natural resistance and a 3d shield is in buissness. And I need crushing blow, poison damage, attack speed, leech, open wounds, cold damage, fire damage, cannot be frozen and attack rating! I want it all! Maybe it's crazy I know. Having the resists taken care by aura could make that crazy dream come true :prop:
I made a Woestave barb with Full Iratha's, Angelic armor, Angelic ring, dual leech ring(with res) and goblins.
So, that barb has :
50% slow
Freezes Target(not the same as simple cold damage)
Hit Blinds Target (+3)
50% Open Wounds
25% Crushing Blow
Prevent Monster Heal
-50 to monster defence per hit.

And on top of that he has the 65 res all from Iratha's 10 to all max res from iratha's, 20 frw and 25 dex from Iratha's, so mostly vit. :)
You could swap out Iratha's belt for Snakecord, but I don't value poison damage that much unless it's in the 1000's.
Sebbie said:
On Warlock's 2 handed zealot: That must be the funniest thing there is! Wonder how that could be matched... After all it's really out there but it actually kills too unlike say a Ranger. Although I remember doing nm cs run with no weapon with my frost zealot and that was pretty funny too! Punching monsters to death is pretty neat. I might give it a go in hell cs to see if I can get a couple of laughs! Problem is that I would have needed to go pure vitality!
Actually, I have 3 zealers which use a 2 handed weapon. First one I made is with a exec(30ias 196 max), that is indeed a lot of fun, cause paladins look very fanatical with a 2 handed sword and the sound is very amusing. :)
After that I made one with a Martel, he does 1500-2500 per hit(40ias on the martel helps). Adding skills to this one to also make him a charger.
And then I made the Grim Scythe Zealer. Which had even more skillpoints to spend elsewhere cause he didn't need Fana for the speed(My scythe has 30 ias and I get 30 from Deaths, getting me the fastest breakpoint). Offcourse he wears a black armor. :)

About my Balista, it doesn't have any ias, I get 50 from gear. Deaths and Twitch. It does a mere 93-169 damage and gives 18 dex. and some more mods I can't remember.
 
WarlockCC said:
How could your valk be so fragile ? My valk just lives trough being swarmed by the infector and his gang. The only thing she dies to is IM or being swarmed for a long time by a fana+might+some more aura mob.

Usually she doesn't die. It's against boss with nasty mods like you mentionned that she dies. Lightning enhanced and getting cursed on top for example. Against normal monsters she's a tank. Ruined temple is the perfect example of this and on top of my head Fangris in act2 also killed her numerous times. Just have to take a look at her hp and recast her often. And I have only 3 in dodge so she gets hit alot. I'm going to try to do Durance and Meph alone... I think I will die alot but we will see!


WarlockCC said:
In Hell, you can kill, just look for places where there are very few cold immunes. Like the Sewers.

That's the beauty behind poison damage you know. It prevents monster heal. My frost zealot can kill anywhere. Cold immune will drop unless they are also immune to poison. With numerous players in the game too (and patience sometime). He deals 600 cold damage and about 500 physical damage at about 5k or 6k attack rating. Goblin toe for cb and snakecord for poison. He uses a 20 ias crowbill with twich and sig glove+helm so he has a fast attack speed. I don't have the calculation but he might be at 5 fps zeal... But with this gear setup he is too fragile to my taste. His resist sux and he has only 1k life. So if you do the math quickly he dies easilly :grin:


WarlockCC said:
I made a Woestave barb with Full Iratha's, Angelic armor, Angelic ring, dual leech ring(with res) and goblins.

But his damage must be low? He must still kill because of the healing prevention and crushing blow. That's what I am aiming at with my zealot setup.
 
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