GUIDE: Zealot Weapons for Physical Immunes / Iron Maiden
[HIGHLIGHT]GUIDE: Zealot Weapons for Physical Immunes / Iron Maiden[/HIGHLIGHT]
By Lanceor
[HIGHLIGHT]Contents[/HIGHLIGHT]
[HIGHLIGHT]1. Introduction[/HIGHLIGHT]
There have been a lot of questions from aspiring Fanaticism Zealots lately about what weapons to use when confronting Physical Immunes and when under the Iron Maiden Curse. This guide aims to be a reference we can link to whenever those questions are asked.
I personally tested all the weapons described here, mostly on Battle.net. For a couple of weapons that I did not have access to on the realms, I used an editor to create the weapons on Single Player. Not every single weapon is represented here, though most of the popular ones should be.
This guide was written with physical damage Zealots in mind, although the information should be useful to other melee builds/classes as well. I have made the assumption that most Zealots will want Life Tap running whenever possible, and have avoided weapons that break immunities by using curses.
Also, these recommendations reflect my experiences with each weapon. As play styles and builds vary, what works best for me may not be the same for everyone, so feel free to use whatever weapon you are most comfortable with, even if I rated it poorly.
[HIGHLIGHT]2. A Primer for Newbies[/HIGHLIGHT]
Skip this section if you already know what Zealots are and the difficulties they face against Physical Immunes and Iron Maiden.
Physical Damage Zealots, also known as Fanazealots, 1pt Smiters or simply Zealots are a melee Paladin build that maximises physical damage. They use the skill Zeal which delivers five rapid melee attacks and Fanaticism, an aura that increases speed and damage. Because of their focus on physical damage, they have great difficulty dealing with monsters that are immune to physical attacks.
Oblivion Knights are a type of monster that appear in Diablo’s lair in Act 4 and Baal’s lair in act 5. They cast a variety of curses, one of which is called Iron Maiden. Iron Maiden (IM for short) multiplies and reflects any physical melee damage back to the attacker. As Zealots do such high physical damage and have such high attack speeds, attacking while under the influence of IM is usually instantly fatal.
[HIGHLIGHT]3. Weapons to use against Physical Immunes[/HIGHLIGHT]
[HIGHLIGHT]3a. Rift Scepter with Conviction[/HIGHLIGHT]
Hel + Ko + Lem + Gul
20% Chance To Cast Level 16 Tornado On Striking
16% Chance To Cast Level 21 Frozen Orb On Attack
20% Bonus To Attack Rating
Adds 160-250 Magic Damage
Adds 60-180 Fire Damage
+5-10 To All Stats (varies)
+10 To Dexterity
38% Damage Taken Goes To Mana
75% Extra Gold From Monsters
Level 15 Iron Maiden (40 Charges)
Requirements -20%
+1-3 to Conviction (Paladin only)
Average elemental/magic Damage: 325 + Level 21 Frozen Orb + Conviction
Rating: *****
It is theoretically possible to find (though not shop for) a white scepter with +1 to +3 to Conviction, a very useful aura that reduces your enemies' elemental resistances therefore multiplying the elemental damage they take. With four sockets, such a weapon can be made into a Rift rune word.
What makes this weapon really shine is the chance to cast Frozen Orb on attack (whether the attack hits or not). Frozen Orb is a superb crowd chilling and killing skill and is great for dealing with large groups of physical immunes. At skill level 21 plus Conviction, it is as strong as an untwinked Meteorb's Frozen Orb. One Orb will often wipe out an entire pack of weaker monsters such as Black Locusts.
Unlike a Zealot’s normal attack which concentrates damage on a handful of nearby opponents, Frozen Orb’s damage is spread over an area. This takes a bit of getting used to if you're used to monsters queuing up to die.
However, without any Increased Attack Speed or Fanaticism, it is slow, though not unplayably so unless under the effects of Holy Freeze or Decrepify.
[HIGHLIGHT]3b. Rift Scepter [/HIGHLIGHT]
Hel + Ko + Lem + Gul
20% Chance To Cast Level 16 Tornado On Striking
16% Chance To Cast Level 21 Frozen Orb On Attack
20% Bonus To Attack Rating
Adds 160-250 Magic Damage
Adds 60-180 Fire Damage
+5-10 To All Stats (varies)
+10 To Dexterity
38% Damage Taken Goes To Mana
75% Extra Gold From Monsters
Level 15 Iron Maiden (40 Charges)
Requirements -20%
Average elemental/magic Damage: 325 + Level 21 Frozen Orb
Rating: ****
Given the difficulty in obtaining a white scepter with Conviction, and then rolling exactly four sockets using the Horadric Cube formula, most Rifts will not have the Conviction automod (unless this guide starts a scepter hunting/trading frenzy).
Most of the comments above apply here. Killing speed will be much slower without Conviction, but you will be able to use Fanaticism which will increase your attack speed.
[HIGHLIGHT]3c. Azurewrath[/HIGHLIGHT]
Unique Phase Blade
+230-270% Enhanced Damage (varies)
+30% Increased Attack Speed
Adds 250-500 Magic Damage
Adds 250-500 Cold Damage, 10 sec. Duration (Normal)
+1 To All Skills
+5-10 To All Attributes (varies)
Level 10-13 Sanctuary Aura When Equipped (varies)
Indestructible
+3 To Light Radius
Average elemental/magic Damage: 750 + Sanctuary Aura
Rating: ****
The fabled sword of Tyreal himself, supposedly lost in the pit at Tal Rasha's tomb. (Why didn’t he just pick it up with one of his tentacles?) This weapon has a very high elemental/magical damage output and is fast enough to hit the last Zeal breakpoint even with a low level Fanaticism. Its physical damage is fairly respectable, so overall its killing speed is very fast, perhaps half that of Grief depending on the enemy.
The Sanctuary aura reduces the physical resistance of undead to zero, so this blade cuts through them like a light sabre through Darth Maul. Azurewrath is actually a very good primary weapon if you don’t have access to Grief/Death/eBotDz or any of the other Zealot favourites.
[HIGHLIGHT]3d. Glimmershred[/HIGHLIGHT]
Unique Flying Axe
+160-210% Enhanced Damage (varies)
Adds 218-483 Fire Damage
Adds 29-501 Lightning Damage
Adds 176-397 Cold Damage, 4 sec. Duration (Normal)
+30% Increased Attack Speed
Increased Stack Size [60]
Average elemental/magic Damage: 902
Rating: ***
While best known as a throwing weapon, it is also very effective when using Zeal. It sports the highest elemental damage of all the weapons in the guide. Its only letdown is that it will require a lot of Increased Attack Speed from your equipment to be able to reach the last Zeal breakpoint.
[HIGHLIGHT]3e. Lawbringer[/HIGHLIGHT]
Amn + Lem + Ko
20% Chance To Cast Level 15 Decrepify On Striking
Level 16-18 Sanctuary Aura When Equipped (varies)
-50% Target Defense
Adds 150-210 Fire Damage
Adds 130-180 Cold Damage
7% Life Stolen Per Hit
Slain Monsters Rest In Peace
+200-250 Defense Vs. Missile (varies)
+10 To Dexterity
75% Extra Gold From Monsters
Average elemental/magic Damage: 335 + Sanctuary
Rating: ***
This inexpensive rune word is like Azurewrath’s little brother. It sports some elemental damage as well as the Sanctuary aura that makes the undead easy work. It is stronger than Glimmershred against undead, but weaker against other monster types.
It has the Slain Monsters Rest In Peace attribute, which makes it viable against Nihlathak or those pesky charging skeletons that refuse to stay dead. Lawbringer also has a chance to cast Decrepify – while this can be considered good as it may break the physical immunity of many monsters, it overrides/is overwritten by Life tap which can be annoying.
[HIGHLIGHT]3f. Famine Axe/Hammer[/HIGHLIGHT]
Fal + Ohm + Ort + Jah
+30% Increased Attack Speed
+320-370% Enhanced Damage (varies)
Ignore Target's Defense
Adds 180-200 Magic Damage
Adds 50-200 Fire Damage
Adds 51-250 Lightning Damage
Adds 50-200 Cold Damage
12% Life Stolen Per Hit
Prevent Monster Heal
+10 To Strength
Average elemental/magic Damage: 590.5
Rating: ***
A solid weapon that deals both elemental and physical damage and makes a good primary weapon. However, for the cost of two high runes, I would consider Rift instead if its primary purpose is to take out physical immunes. It is best made in a Berserker Axe, though a War Spike is a viable option if its faster speed will get you to the next breakpoint.
[HIGHLIGHT]3g. Demon's Arch[/HIGHLIGHT]
Unique Balrog Spear
+160-210% Enhanced Damage (varies)
Adds 232-323 Fire Damage
Adds 23-333 Lightning Damage
+30% Increased Attack Speed
6-12% Life Stolen Per Hit (varies)
Replenishes Quantity [1 in 3 sec.]
Average elemental/magic Damage: 455.5
Rating: **
Like Glimmershred, Demon’s Arch is best known as a throwing weapon, but can also be used to Zeal. Slower speed and lower elemental/magical damage than the other weapons reviewed means that it will work in a pinch, but it will take a long time to kill physical immune monsters.
[HIGHLIGHT]3h. Hellrack[/HIGHLIGHT]
Unique Colossus Crossbow
+180-230% Enhanced Damage (varies)
100-150% Bonus To Attack Rating (varies)
Adds 63-324 Fire Damage
Adds 63-324 Lightning Damage
Adds 63-324 Cold Damage
+20% Increased Attack Speed
Level 18 Immolation Arrow (150 charges)
Socketed (2)
Average elemental/magic Damage: 580.5
Rating: *
The bolts from this powerful crossbow pack a heavy elemental punch. However, being a two handed weapon means that you cannot carry a shield, and as a result resistances and defense suffers. It is also a very slow weapon.
I could imagine it being an awesome weapon for a Multishot Bowazon with 100% pierce, but for a non specialised bowyer like a Zealot, this weapon fails to live up to its full potential.
[HIGHLIGHT]3i. Passion[/HIGHLIGHT]
Dol + Ort + Eld + Lem
+25% Increased Attack Speed
+160-210% Enhanced Damage (varies)
50-80% Bonus To Attack Rating (varies)
+75% Damage To Undead
+50 To Attack Rating Against Undead
Adds 1-50 Lightning Damage
+1 To Berserk
+1 To Zeal
Hit Blinds Target +10
Hit Causes Monster To Flee 25%
75% Extra Gold From Monsters
Level 3 Heart of Wolverine (12 Charges)
Rating: *
The key to this weapon is the oskill Berserk, which is an attack that converts all your physical damage to magical damage, while dropping your defense to zero.
Berserk is great for Barbarians, but not for Paladins. Why? Barbarians can use their primary, high damage weapon, and thanks to Battle orders and higher innate life, can survive with zero defense for much longer.
I found Berserk excellent against single monsters, but even small groups could damage me sufficiently that I had to back off and heal after every two or three hits.
[HIGHLIGHT]4. Weapons to Use While Iron Maidened[/HIGHLIGHT]
[HIGHLIGHT]4a. Glimmershred[/HIGHLIGHT]
Unique Flying Axe
+160-210% Enhanced Damage (varies)
Adds 218-483 Fire Damage
Adds 29-501 Lightning Damage
Adds 176-397 Cold Damage, 4 sec. Duration (Normal)
+30% Increased Attack Speed
Increased Stack Size [240]
Rating: *****
This is probably the throwing weapon of choice when under the influence of Iron Maiden. It has very high elemental damage and will take out an Oblivion Knight in 3-5 hits. Its stack size of 240 means that it is near impossible to run out of axes.
[HIGHLIGHT]4b. Ethereal Demon's Arch[/HIGHLIGHT]
Unique Balrog Spear
+160-210% Enhanced Damage (varies)
Adds 232-323 Fire Damage
Adds 23-333 Lightning Damage
+30% Increased Attack Speed
6-12% Life Stolen Per Hit (varies)
Replenishes Quantity [1 in 3 sec.]
Rating: ****
Because Demon’s Arch replenishes quantity, it is better as an ethereal weapon. When thrown, it is a little slower and a little less damaging than a Glimmershred. It takes around 4-6 hits to kill an Oblivion Knight. In its favour, it does far more physical damage, which is good for leeching, especially when the target is life tapped.
However, with a stack size of 80 and no way to repair it, it is possible to run out of Javelins after a period of very heavy combat. In Baal runs where the other team members don’t have much killing ability and I have to throw a lot of javelins, I would run out after two consecutive run.
[HIGHLIGHT]4c. Demon's Arch (non ethereal) [/HIGHLIGHT]
Unique Balrog Spear
+160-210% Enhanced Damage (varies)
Adds 232-323 Fire Damage
Adds 23-333 Lightning Damage
+30% Increased Attack Speed
6-12% Life Stolen Per Hit (varies)
Replenishes Quantity [1 in 3 sec.]
Rating: ***
Similar to its ethereal cousin – it does less damage, but is repairable so there are fewer problems with running out of javelins at an inopportune moment.
[HIGHLIGHT]4d. Passion[/HIGHLIGHT]
Dol + Ort + Eld + Lem
+25% Increased Attack Speed
+160-210% Enhanced Damage (varies)
50-80% Bonus To Attack Rating (varies)
+75% Damage To Undead
+50 To Attack Rating Against Undead
Adds 1-50 Lightning Damage
+1 To Berserk
+1 To Zeal
Hit Blinds Target +10
Hit Causes Monster To Flee 25%
75% Extra Gold From Monsters
Level 3 Heart of Wolverine (12 Charges)
Rating: **
As described before, the key to this weapon is the oskill Berserk, an attack that converts all your physical damage to magical damage. It takes 4-5 hits to take out an Oblivion Knight so it is actually no faster than Glimmershred or an Ethereal Demon’s Arch. While attacking, your defense will be zero and you will take very heavy damage.
In practice, if you can isolate the Oblivion Knight, you will have no worries taking him out while Iron Maidened. However, if there are two or three Doom Knights around, you will probably not be able to finish off the Oblivion Knight before having to retreat and drink a potion.
[HIGHLIGHT]4e. Hellrack[/HIGHLIGHT]
Unique Colossus Crossbow
+180-230% Enhanced Damage (varies)
100-150% Bonus To Attack Rating (varies)
Adds 63-324 Fire Damage
Adds 63-324 Lightning Damage
Adds 63-324 Cold Damage
+20% Increased Attack Speed
Level 18 Immolation Arrow (150 charges)
Socketed (2)
Rating: **
Again, using this two handed weapon precludes using a shield, and the loss of resistances are particularly bad when fighting Oblivion Knights. It is still better than being one-hit-killed by Iron Maiden obviously.
[HIGHLIGHT]4f. Rift War Scepter/Divine Scepter/Caduceus[/HIGHLIGHT]
Hel + Ko + Lem + Gul
20% Chance To Cast Level 16 Tornado On Striking
16% Chance To Cast Level 21 Frozen Orb On Attack
20% Bonus To Attack Rating
Adds 160-250 Magic Damage
Adds 60-180 Fire Damage
+5-10 To All Stats (varies)
+10 To Dexterity
38% Damage Taken Goes To Mana
75% Extra Gold From Monsters
Level 15 Iron Maiden (40 Charges)
Requirements -20%
Rating: *
While I don’t recommend Rift as a backup weapon when Iron Maidened, I have included it in this guide as it has been mentioned in this context before. IntelligentX in his Riftadin guide advocates the use of a War Scepter as a base weapon for Rift. Given that it is a low physical damage weapon, you won't kill yourself when Iron Maidened.
Unlike a Riftadin however, a Zealot will typically max Zeal and its synergies and have an equipment setup that increases damage. Therefore, a Zealot will do several times as much physical damage using the same weapon as a Riftadin will. At full health, my Zealot was able to survive only one Zeal while Iron Maidened, unlike a Riftadin who can survive several.
Another disadvantage is that Oblivion Knights are cold immune, so Frozen Orb is little or no use against them. Even with 8 +skills for a level 9 Conviction, I was unable to break their immunity.
Therefore, although Zealing with a Rift War Scepter is not instantly lethal when Iron Maidened, it is still not a viable solution against Oblivion Knights.
[HIGHLIGHT]5. Conclusion[/HIGHLIGHT]
If I had to pick the best weapon to use against Physical Immunes and when Iron Maidened, it would be a Rift rune word with Conviction and Glimmershred respectively. If I needed one weapon for both, it would be Glimmershred.
[HIGHLIGHT]6. Thanks[/HIGHLIGHT]
Although I put finger to keyboard for this guide, I gained most of the information from other DiabloII.net forum members. In particular, Kingdryland with his wonderful 1pt Smiter guide started the current Zealot craze, and all the posters who contributed to that 100+ page thread added their snippets to the knowledge pool. Also, IntelligentX wrote a very useful guide for Paladins using the Rift rune word.
Of course, I thank you the reader for reading my guide.
[HIGHLIGHT]GUIDE: Zealot Weapons for Physical Immunes / Iron Maiden[/HIGHLIGHT]
By Lanceor
[HIGHLIGHT]Contents[/HIGHLIGHT]
- Introduction
- A Primer for Newbies
- Weapons to use against Physical Immunes
- Rift Scepter with Conviction
- Rift Scepter
- Azurewrath
- Glimmershred
- Lawbringer
- Famine
- Demon’s Arch
- Hellrack
- Passion
- Weapons to use while Iron Maidened
- Glimmershred
- Ethereal Demon’s Arch
- Demon’s Arch
- Passion
- Hellrack
- Rift Scepter
- Conclusion (Those too lazy to read can skip to here)
- Thanks
[HIGHLIGHT]1. Introduction[/HIGHLIGHT]
There have been a lot of questions from aspiring Fanaticism Zealots lately about what weapons to use when confronting Physical Immunes and when under the Iron Maiden Curse. This guide aims to be a reference we can link to whenever those questions are asked.
I personally tested all the weapons described here, mostly on Battle.net. For a couple of weapons that I did not have access to on the realms, I used an editor to create the weapons on Single Player. Not every single weapon is represented here, though most of the popular ones should be.
This guide was written with physical damage Zealots in mind, although the information should be useful to other melee builds/classes as well. I have made the assumption that most Zealots will want Life Tap running whenever possible, and have avoided weapons that break immunities by using curses.
Also, these recommendations reflect my experiences with each weapon. As play styles and builds vary, what works best for me may not be the same for everyone, so feel free to use whatever weapon you are most comfortable with, even if I rated it poorly.
[HIGHLIGHT]2. A Primer for Newbies[/HIGHLIGHT]
Skip this section if you already know what Zealots are and the difficulties they face against Physical Immunes and Iron Maiden.
Physical Damage Zealots, also known as Fanazealots, 1pt Smiters or simply Zealots are a melee Paladin build that maximises physical damage. They use the skill Zeal which delivers five rapid melee attacks and Fanaticism, an aura that increases speed and damage. Because of their focus on physical damage, they have great difficulty dealing with monsters that are immune to physical attacks.
Oblivion Knights are a type of monster that appear in Diablo’s lair in Act 4 and Baal’s lair in act 5. They cast a variety of curses, one of which is called Iron Maiden. Iron Maiden (IM for short) multiplies and reflects any physical melee damage back to the attacker. As Zealots do such high physical damage and have such high attack speeds, attacking while under the influence of IM is usually instantly fatal.
[HIGHLIGHT]3. Weapons to use against Physical Immunes[/HIGHLIGHT]
[HIGHLIGHT]3a. Rift Scepter with Conviction[/HIGHLIGHT]
Hel + Ko + Lem + Gul
20% Chance To Cast Level 16 Tornado On Striking
16% Chance To Cast Level 21 Frozen Orb On Attack
20% Bonus To Attack Rating
Adds 160-250 Magic Damage
Adds 60-180 Fire Damage
+5-10 To All Stats (varies)
+10 To Dexterity
38% Damage Taken Goes To Mana
75% Extra Gold From Monsters
Level 15 Iron Maiden (40 Charges)
Requirements -20%
+1-3 to Conviction (Paladin only)
Average elemental/magic Damage: 325 + Level 21 Frozen Orb + Conviction
Rating: *****
It is theoretically possible to find (though not shop for) a white scepter with +1 to +3 to Conviction, a very useful aura that reduces your enemies' elemental resistances therefore multiplying the elemental damage they take. With four sockets, such a weapon can be made into a Rift rune word.
What makes this weapon really shine is the chance to cast Frozen Orb on attack (whether the attack hits or not). Frozen Orb is a superb crowd chilling and killing skill and is great for dealing with large groups of physical immunes. At skill level 21 plus Conviction, it is as strong as an untwinked Meteorb's Frozen Orb. One Orb will often wipe out an entire pack of weaker monsters such as Black Locusts.
Unlike a Zealot’s normal attack which concentrates damage on a handful of nearby opponents, Frozen Orb’s damage is spread over an area. This takes a bit of getting used to if you're used to monsters queuing up to die.
However, without any Increased Attack Speed or Fanaticism, it is slow, though not unplayably so unless under the effects of Holy Freeze or Decrepify.
[HIGHLIGHT]3b. Rift Scepter [/HIGHLIGHT]
Hel + Ko + Lem + Gul
20% Chance To Cast Level 16 Tornado On Striking
16% Chance To Cast Level 21 Frozen Orb On Attack
20% Bonus To Attack Rating
Adds 160-250 Magic Damage
Adds 60-180 Fire Damage
+5-10 To All Stats (varies)
+10 To Dexterity
38% Damage Taken Goes To Mana
75% Extra Gold From Monsters
Level 15 Iron Maiden (40 Charges)
Requirements -20%
Average elemental/magic Damage: 325 + Level 21 Frozen Orb
Rating: ****
Given the difficulty in obtaining a white scepter with Conviction, and then rolling exactly four sockets using the Horadric Cube formula, most Rifts will not have the Conviction automod (unless this guide starts a scepter hunting/trading frenzy).
Most of the comments above apply here. Killing speed will be much slower without Conviction, but you will be able to use Fanaticism which will increase your attack speed.
[HIGHLIGHT]3c. Azurewrath[/HIGHLIGHT]
Unique Phase Blade
+230-270% Enhanced Damage (varies)
+30% Increased Attack Speed
Adds 250-500 Magic Damage
Adds 250-500 Cold Damage, 10 sec. Duration (Normal)
+1 To All Skills
+5-10 To All Attributes (varies)
Level 10-13 Sanctuary Aura When Equipped (varies)
Indestructible
+3 To Light Radius
Average elemental/magic Damage: 750 + Sanctuary Aura
Rating: ****
The fabled sword of Tyreal himself, supposedly lost in the pit at Tal Rasha's tomb. (Why didn’t he just pick it up with one of his tentacles?) This weapon has a very high elemental/magical damage output and is fast enough to hit the last Zeal breakpoint even with a low level Fanaticism. Its physical damage is fairly respectable, so overall its killing speed is very fast, perhaps half that of Grief depending on the enemy.
The Sanctuary aura reduces the physical resistance of undead to zero, so this blade cuts through them like a light sabre through Darth Maul. Azurewrath is actually a very good primary weapon if you don’t have access to Grief/Death/eBotDz or any of the other Zealot favourites.
[HIGHLIGHT]3d. Glimmershred[/HIGHLIGHT]
Unique Flying Axe
+160-210% Enhanced Damage (varies)
Adds 218-483 Fire Damage
Adds 29-501 Lightning Damage
Adds 176-397 Cold Damage, 4 sec. Duration (Normal)
+30% Increased Attack Speed
Increased Stack Size [60]
Average elemental/magic Damage: 902
Rating: ***
While best known as a throwing weapon, it is also very effective when using Zeal. It sports the highest elemental damage of all the weapons in the guide. Its only letdown is that it will require a lot of Increased Attack Speed from your equipment to be able to reach the last Zeal breakpoint.
[HIGHLIGHT]3e. Lawbringer[/HIGHLIGHT]
Amn + Lem + Ko
20% Chance To Cast Level 15 Decrepify On Striking
Level 16-18 Sanctuary Aura When Equipped (varies)
-50% Target Defense
Adds 150-210 Fire Damage
Adds 130-180 Cold Damage
7% Life Stolen Per Hit
Slain Monsters Rest In Peace
+200-250 Defense Vs. Missile (varies)
+10 To Dexterity
75% Extra Gold From Monsters
Average elemental/magic Damage: 335 + Sanctuary
Rating: ***
This inexpensive rune word is like Azurewrath’s little brother. It sports some elemental damage as well as the Sanctuary aura that makes the undead easy work. It is stronger than Glimmershred against undead, but weaker against other monster types.
It has the Slain Monsters Rest In Peace attribute, which makes it viable against Nihlathak or those pesky charging skeletons that refuse to stay dead. Lawbringer also has a chance to cast Decrepify – while this can be considered good as it may break the physical immunity of many monsters, it overrides/is overwritten by Life tap which can be annoying.
[HIGHLIGHT]3f. Famine Axe/Hammer[/HIGHLIGHT]
Fal + Ohm + Ort + Jah
+30% Increased Attack Speed
+320-370% Enhanced Damage (varies)
Ignore Target's Defense
Adds 180-200 Magic Damage
Adds 50-200 Fire Damage
Adds 51-250 Lightning Damage
Adds 50-200 Cold Damage
12% Life Stolen Per Hit
Prevent Monster Heal
+10 To Strength
Average elemental/magic Damage: 590.5
Rating: ***
A solid weapon that deals both elemental and physical damage and makes a good primary weapon. However, for the cost of two high runes, I would consider Rift instead if its primary purpose is to take out physical immunes. It is best made in a Berserker Axe, though a War Spike is a viable option if its faster speed will get you to the next breakpoint.
[HIGHLIGHT]3g. Demon's Arch[/HIGHLIGHT]
Unique Balrog Spear
+160-210% Enhanced Damage (varies)
Adds 232-323 Fire Damage
Adds 23-333 Lightning Damage
+30% Increased Attack Speed
6-12% Life Stolen Per Hit (varies)
Replenishes Quantity [1 in 3 sec.]
Average elemental/magic Damage: 455.5
Rating: **
Like Glimmershred, Demon’s Arch is best known as a throwing weapon, but can also be used to Zeal. Slower speed and lower elemental/magical damage than the other weapons reviewed means that it will work in a pinch, but it will take a long time to kill physical immune monsters.
[HIGHLIGHT]3h. Hellrack[/HIGHLIGHT]
Unique Colossus Crossbow
+180-230% Enhanced Damage (varies)
100-150% Bonus To Attack Rating (varies)
Adds 63-324 Fire Damage
Adds 63-324 Lightning Damage
Adds 63-324 Cold Damage
+20% Increased Attack Speed
Level 18 Immolation Arrow (150 charges)
Socketed (2)
Average elemental/magic Damage: 580.5
Rating: *
The bolts from this powerful crossbow pack a heavy elemental punch. However, being a two handed weapon means that you cannot carry a shield, and as a result resistances and defense suffers. It is also a very slow weapon.
I could imagine it being an awesome weapon for a Multishot Bowazon with 100% pierce, but for a non specialised bowyer like a Zealot, this weapon fails to live up to its full potential.
[HIGHLIGHT]3i. Passion[/HIGHLIGHT]
Dol + Ort + Eld + Lem
+25% Increased Attack Speed
+160-210% Enhanced Damage (varies)
50-80% Bonus To Attack Rating (varies)
+75% Damage To Undead
+50 To Attack Rating Against Undead
Adds 1-50 Lightning Damage
+1 To Berserk
+1 To Zeal
Hit Blinds Target +10
Hit Causes Monster To Flee 25%
75% Extra Gold From Monsters
Level 3 Heart of Wolverine (12 Charges)
Rating: *
The key to this weapon is the oskill Berserk, which is an attack that converts all your physical damage to magical damage, while dropping your defense to zero.
Berserk is great for Barbarians, but not for Paladins. Why? Barbarians can use their primary, high damage weapon, and thanks to Battle orders and higher innate life, can survive with zero defense for much longer.
I found Berserk excellent against single monsters, but even small groups could damage me sufficiently that I had to back off and heal after every two or three hits.
[HIGHLIGHT]4. Weapons to Use While Iron Maidened[/HIGHLIGHT]
[HIGHLIGHT]4a. Glimmershred[/HIGHLIGHT]
Unique Flying Axe
+160-210% Enhanced Damage (varies)
Adds 218-483 Fire Damage
Adds 29-501 Lightning Damage
Adds 176-397 Cold Damage, 4 sec. Duration (Normal)
+30% Increased Attack Speed
Increased Stack Size [240]
Rating: *****
This is probably the throwing weapon of choice when under the influence of Iron Maiden. It has very high elemental damage and will take out an Oblivion Knight in 3-5 hits. Its stack size of 240 means that it is near impossible to run out of axes.
[HIGHLIGHT]4b. Ethereal Demon's Arch[/HIGHLIGHT]
Unique Balrog Spear
+160-210% Enhanced Damage (varies)
Adds 232-323 Fire Damage
Adds 23-333 Lightning Damage
+30% Increased Attack Speed
6-12% Life Stolen Per Hit (varies)
Replenishes Quantity [1 in 3 sec.]
Rating: ****
Because Demon’s Arch replenishes quantity, it is better as an ethereal weapon. When thrown, it is a little slower and a little less damaging than a Glimmershred. It takes around 4-6 hits to kill an Oblivion Knight. In its favour, it does far more physical damage, which is good for leeching, especially when the target is life tapped.
However, with a stack size of 80 and no way to repair it, it is possible to run out of Javelins after a period of very heavy combat. In Baal runs where the other team members don’t have much killing ability and I have to throw a lot of javelins, I would run out after two consecutive run.
[HIGHLIGHT]4c. Demon's Arch (non ethereal) [/HIGHLIGHT]
Unique Balrog Spear
+160-210% Enhanced Damage (varies)
Adds 232-323 Fire Damage
Adds 23-333 Lightning Damage
+30% Increased Attack Speed
6-12% Life Stolen Per Hit (varies)
Replenishes Quantity [1 in 3 sec.]
Rating: ***
Similar to its ethereal cousin – it does less damage, but is repairable so there are fewer problems with running out of javelins at an inopportune moment.
[HIGHLIGHT]4d. Passion[/HIGHLIGHT]
Dol + Ort + Eld + Lem
+25% Increased Attack Speed
+160-210% Enhanced Damage (varies)
50-80% Bonus To Attack Rating (varies)
+75% Damage To Undead
+50 To Attack Rating Against Undead
Adds 1-50 Lightning Damage
+1 To Berserk
+1 To Zeal
Hit Blinds Target +10
Hit Causes Monster To Flee 25%
75% Extra Gold From Monsters
Level 3 Heart of Wolverine (12 Charges)
Rating: **
As described before, the key to this weapon is the oskill Berserk, an attack that converts all your physical damage to magical damage. It takes 4-5 hits to take out an Oblivion Knight so it is actually no faster than Glimmershred or an Ethereal Demon’s Arch. While attacking, your defense will be zero and you will take very heavy damage.
In practice, if you can isolate the Oblivion Knight, you will have no worries taking him out while Iron Maidened. However, if there are two or three Doom Knights around, you will probably not be able to finish off the Oblivion Knight before having to retreat and drink a potion.
[HIGHLIGHT]4e. Hellrack[/HIGHLIGHT]
Unique Colossus Crossbow
+180-230% Enhanced Damage (varies)
100-150% Bonus To Attack Rating (varies)
Adds 63-324 Fire Damage
Adds 63-324 Lightning Damage
Adds 63-324 Cold Damage
+20% Increased Attack Speed
Level 18 Immolation Arrow (150 charges)
Socketed (2)
Rating: **
Again, using this two handed weapon precludes using a shield, and the loss of resistances are particularly bad when fighting Oblivion Knights. It is still better than being one-hit-killed by Iron Maiden obviously.
[HIGHLIGHT]4f. Rift War Scepter/Divine Scepter/Caduceus[/HIGHLIGHT]
Hel + Ko + Lem + Gul
20% Chance To Cast Level 16 Tornado On Striking
16% Chance To Cast Level 21 Frozen Orb On Attack
20% Bonus To Attack Rating
Adds 160-250 Magic Damage
Adds 60-180 Fire Damage
+5-10 To All Stats (varies)
+10 To Dexterity
38% Damage Taken Goes To Mana
75% Extra Gold From Monsters
Level 15 Iron Maiden (40 Charges)
Requirements -20%
Rating: *
While I don’t recommend Rift as a backup weapon when Iron Maidened, I have included it in this guide as it has been mentioned in this context before. IntelligentX in his Riftadin guide advocates the use of a War Scepter as a base weapon for Rift. Given that it is a low physical damage weapon, you won't kill yourself when Iron Maidened.
Unlike a Riftadin however, a Zealot will typically max Zeal and its synergies and have an equipment setup that increases damage. Therefore, a Zealot will do several times as much physical damage using the same weapon as a Riftadin will. At full health, my Zealot was able to survive only one Zeal while Iron Maidened, unlike a Riftadin who can survive several.
Another disadvantage is that Oblivion Knights are cold immune, so Frozen Orb is little or no use against them. Even with 8 +skills for a level 9 Conviction, I was unable to break their immunity.
Therefore, although Zealing with a Rift War Scepter is not instantly lethal when Iron Maidened, it is still not a viable solution against Oblivion Knights.
[HIGHLIGHT]5. Conclusion[/HIGHLIGHT]
If I had to pick the best weapon to use against Physical Immunes and when Iron Maidened, it would be a Rift rune word with Conviction and Glimmershred respectively. If I needed one weapon for both, it would be Glimmershred.
[HIGHLIGHT]6. Thanks[/HIGHLIGHT]
Although I put finger to keyboard for this guide, I gained most of the information from other DiabloII.net forum members. In particular, Kingdryland with his wonderful 1pt Smiter guide started the current Zealot craze, and all the posters who contributed to that 100+ page thread added their snippets to the knowledge pool. Also, IntelligentX wrote a very useful guide for Paladins using the Rift rune word.
Of course, I thank you the reader for reading my guide.