RAFFSTER’S Holy Fire / Holy Shock Auradin Guide (ultimate PvPer IMO)
RAFFSTER’S Holy Fire / Holy Shock Auradin Guide
A. Introduction
B. Skill Placement
C. Equipment
D. Stat Placement
E. Other Stuff
F. Dueling strategies
G. Special Thanks
A. Introduction
I met one of these builds in a trading game (hell mode) two weeks ago and decided to challenge it with my Poison Javazon (max resists in hell). Needless to say it was a pointless combat. The guy just moved around so that my zon couldn’t get to him and less than 15 seconds my amazon bit the dust. I managed to hit him with one of my 80K poison javalin but didn’t live long enough to fire a killing blow with guided missile.
If you want to own in duels but you’re too lazy to do anything to win (except run around as fast as you could away from everybody) this is your build. You’ve probably seen them in duel rooms already, they step outside of town and suddenly everybody’s dead, and they usually just stand in one corner not easily found. Or charge around into empty space like a headless chicken killing everyone in the process even without hitting anybody.
This build has been my favorite character so far because it is probably one of the best PvP builds (if not the best) and also equally good in PvM. You’ll be surprised how easily enemies go down even while not doing anything. And with just 1 point in Charge and Defiance you will have around 10K damage. The only drawback of this build is that the inability to use Enigma to teleport (especially if you love to teleport).
Please note that this auradin guide for a holy shock and holy fire auradin. There is a pure fire auradin but that build will not be covered in this guide. In my opinion, the holy shock and holy fire Auradin is better overall, although some could argue that the pure holy fire Auradin is better. I haven’t dueled one yet so I wouldn’t know the answer to that.
B. Skill Placement
The Auradin depends mainly on its equipment auras (holy fire and holy shock) with the synergies that make the auras powerful and those are the skills that this build needs to emphasize on.
Main skills:
Resist Fire (max)
Resist Lightning (max)
Conviction – depending on what other equipment you have, enough to get to level 25 (25 yields -150% to enemies resist)
Salvation (max)
Secondary Skills:
Holy Shield (enough to get to 75% block when activated.)
Charge (1 point to run around, this is a pre-req to HS so you don’t have a choice but to put at least one point on this)
Zeal (1 point so you can attack multiple opponents with ease and kill faster)
Vengeance (1 point if you want to be a mean, lean killing machine).
The rest into pre-requisites. And depending on your taste, you can customize after you’ve invested to all the main and secondary skills. I have 5 points I haven’t invested yet and I’m not really sure where to put them.
C. Equipment
The main drawback about the HF/HS Auradin is the fact that the build is totally equipment dependent. Without the proper weapon, helm, armor and shield, you cannot be an HF/HS Auradin. This makes this build one of the most expensive characters to make. We’re easily looking at 9 High Runes to make the runewords and trading for a decent resist (40+) elite paladin shield can be a pain. (You can use a regular 3 os shield but it’s not going to be the same without the resists.)
Main equipment: (These are a must. Without them you cannot be an auradin).
Weapon: Hand of Justice (Sur + Cham + Amn + Lo) Level 16 Holy Fire Aura
Armor: Dragon Armor (Sur + Lo + Sol) Level 14 Holy Fire Aura
Helm: Dream Helm (Io + Jah + Pul) Level 15 Holy Shock Aura
Shield: Dream Shield (Io + Jah + Pul) Level 15 Holy Shock Aura
On switch: +6 BO CTA and +2 any Spirit Shield
Secondary equipment: (This is my personal preference and could vary according to your taste, perhaps even change according to whom you’re dueling with.)
Ring: Primary: 2 x Ravens (pref. w/ 20 dex, you really don’t need the AR), Secondary: 2 x SOJs or 2 x BKs (I prefer SOJs) because you’ll need the mana to charge around longer.
Amulet: Primary: Highest Maras you can get (the +2 skills is invaluable and the higher your resist the quicker you can get max resists in hell), Secondary: Metalgrid (the higher than maras resists is really nice but you don’t really need the AR and Defense since you DON’T want to get hit, especially by a BOTD or GRIEF wielding paladin or barb).
Gloves: Primary: Dracul’s Grasp (you’ll need the life tap a lot since you will most likely have zero to very little life leech), Secondary: up to you
Boots: Primary: Waterwalk upped with 65 Life (the more life you have the longer you’ll survive if you’re careless enough to get hit). Secondary: Eth Treks works well too but the 65 Life of Waterwalk just can’t be beaten.
Belt: Primary: 15% DR Verdungos (this is the only item you can have with DR on it and will help immensely if you get hit by a powerful melee attack, the added life helps a lot, too), Secondary: Arachnid (the +1 to skill is nice but the 15% DR of Verdungos is more invaluable).
Charms:
- The best annihilus you can find. Resists will be more important than stats, if given a choice.
- At least 6 x Offensive Charms with either faster run walk or life
- Faster run walk charms with resists (the faster you run the less likely you’ll get hit)
- Faster hit recovery charm with resists
- Resist charms with life
- Life charms
D. Stat Placement
STR enough to use all your gear (If you already have all your items before you start your character, make sure you count exactly how much +STR you have from items so you only allocate enough STR only so that all the +STR will let you use your heaviest item. If you don’t have your items already, make a good estimate so you don’t waste too much points on STR.)
DEX enough to have max block with Holy Shield activated
VIT everything else goes here
ENE nada nothing zero zilch get it?
E. Other stuff
Becoming an auradin:
You become an “auradin†once you are able to use your weapon, armor, shield and helm, and that is level 67. You become a full-fledge auradin once you are able to use your annihilus charm (I had to wait to level 70 to be able to use all my equipment).
Leveling:
I think that this is the worst build to level. You can do little damage until you reach level 70. And that really blows. It pays off though once you become an auradin. I recommend moving into hell mode only when you get to 70 or you get your resists to a decent 60ish all.
Merc selection:
I decided to go with an Act 1 Fire Arrow Merc equipped with the following: Faith Hydra Bow, eth Fortitude with 1900 defense, eth Andy’s Visage with IAS jewel). Tonight I’m trying out the ICE runeword bow and see if it’s more effective. This merc has died less than most of the Act 2 mercs I’ve ever had.
Act 2 nightmare holy freeze (defense) is also recommended using Infinity eth cryptic axe, fortitude armor and eth Andy’s Visage.
Other recommendations:
If you feel like it you can carry a dragon shield around and become a semi pure holy fire auradin but I don’t think it’s going to be the same.
You can also give a Harmony bow to your A1 Merc to move around quicker with vigor. But the Fanaticism Aura in Faith is all around better than the Vigor aura of Harmony.
F. Dueling strategies
Not much too say here except that you should try to stay as far away as you could from anybody (your aura will kill opponents a little past your computer screen).
Best strategy: Charge around in circles avoiding any potential obstacles. It’s the lamest way to duel but it’s 99% guaranteed to win against ANY opponent.
Slight problems:
1. Frozen Orb sorc: Hard to dodge those little icicles – really annoying. So charge away from the sorc to make sure you don’t get hit.
2. Bone mancers: bone prison can get you stuck and get bombarded by bone spirit. Make sure you bash through the bone prison right away and continue charging away from the necro.
3. Godly vita barbs with BOTD/DOOM/GRIEF. One whirlwind from these guys can kill you so make sure you avoid getting into their way at all costs. Follow best strategy above.
4. Godly chargeadins/smiters: As paladins they are the only ones who can actually charge right into you and do a 1 hit kill. Make sure you charge AWAY from them.
5. An auradin with better overall equipment (e.g. 10 x offensive charms with 40 life each). Strategy: leave the game, no way you’re going to win.
G. Special Thanks
I just want to thank all my bnet friends for helping me with this build, especially to those who helped me level until I got to level 70. I also want to thank “Brother Schreier†especially for helping point out the important aspects that this build needs to utilize to attain maximum efficiency.
Your feedback, comments and suggestions are most welcome.
RAFFSTER’S Holy Fire / Holy Shock Auradin Guide
A. Introduction
B. Skill Placement
C. Equipment
D. Stat Placement
E. Other Stuff
F. Dueling strategies
G. Special Thanks
A. Introduction
I met one of these builds in a trading game (hell mode) two weeks ago and decided to challenge it with my Poison Javazon (max resists in hell). Needless to say it was a pointless combat. The guy just moved around so that my zon couldn’t get to him and less than 15 seconds my amazon bit the dust. I managed to hit him with one of my 80K poison javalin but didn’t live long enough to fire a killing blow with guided missile.
If you want to own in duels but you’re too lazy to do anything to win (except run around as fast as you could away from everybody) this is your build. You’ve probably seen them in duel rooms already, they step outside of town and suddenly everybody’s dead, and they usually just stand in one corner not easily found. Or charge around into empty space like a headless chicken killing everyone in the process even without hitting anybody.
This build has been my favorite character so far because it is probably one of the best PvP builds (if not the best) and also equally good in PvM. You’ll be surprised how easily enemies go down even while not doing anything. And with just 1 point in Charge and Defiance you will have around 10K damage. The only drawback of this build is that the inability to use Enigma to teleport (especially if you love to teleport).
Please note that this auradin guide for a holy shock and holy fire auradin. There is a pure fire auradin but that build will not be covered in this guide. In my opinion, the holy shock and holy fire Auradin is better overall, although some could argue that the pure holy fire Auradin is better. I haven’t dueled one yet so I wouldn’t know the answer to that.
B. Skill Placement
The Auradin depends mainly on its equipment auras (holy fire and holy shock) with the synergies that make the auras powerful and those are the skills that this build needs to emphasize on.
Main skills:
Resist Fire (max)
Resist Lightning (max)
Conviction – depending on what other equipment you have, enough to get to level 25 (25 yields -150% to enemies resist)
Salvation (max)
Secondary Skills:
Holy Shield (enough to get to 75% block when activated.)
Charge (1 point to run around, this is a pre-req to HS so you don’t have a choice but to put at least one point on this)
Zeal (1 point so you can attack multiple opponents with ease and kill faster)
Vengeance (1 point if you want to be a mean, lean killing machine).
The rest into pre-requisites. And depending on your taste, you can customize after you’ve invested to all the main and secondary skills. I have 5 points I haven’t invested yet and I’m not really sure where to put them.
C. Equipment
The main drawback about the HF/HS Auradin is the fact that the build is totally equipment dependent. Without the proper weapon, helm, armor and shield, you cannot be an HF/HS Auradin. This makes this build one of the most expensive characters to make. We’re easily looking at 9 High Runes to make the runewords and trading for a decent resist (40+) elite paladin shield can be a pain. (You can use a regular 3 os shield but it’s not going to be the same without the resists.)
Main equipment: (These are a must. Without them you cannot be an auradin).
Weapon: Hand of Justice (Sur + Cham + Amn + Lo) Level 16 Holy Fire Aura
Armor: Dragon Armor (Sur + Lo + Sol) Level 14 Holy Fire Aura
Helm: Dream Helm (Io + Jah + Pul) Level 15 Holy Shock Aura
Shield: Dream Shield (Io + Jah + Pul) Level 15 Holy Shock Aura
On switch: +6 BO CTA and +2 any Spirit Shield
Secondary equipment: (This is my personal preference and could vary according to your taste, perhaps even change according to whom you’re dueling with.)
Ring: Primary: 2 x Ravens (pref. w/ 20 dex, you really don’t need the AR), Secondary: 2 x SOJs or 2 x BKs (I prefer SOJs) because you’ll need the mana to charge around longer.
Amulet: Primary: Highest Maras you can get (the +2 skills is invaluable and the higher your resist the quicker you can get max resists in hell), Secondary: Metalgrid (the higher than maras resists is really nice but you don’t really need the AR and Defense since you DON’T want to get hit, especially by a BOTD or GRIEF wielding paladin or barb).
Gloves: Primary: Dracul’s Grasp (you’ll need the life tap a lot since you will most likely have zero to very little life leech), Secondary: up to you
Boots: Primary: Waterwalk upped with 65 Life (the more life you have the longer you’ll survive if you’re careless enough to get hit). Secondary: Eth Treks works well too but the 65 Life of Waterwalk just can’t be beaten.
Belt: Primary: 15% DR Verdungos (this is the only item you can have with DR on it and will help immensely if you get hit by a powerful melee attack, the added life helps a lot, too), Secondary: Arachnid (the +1 to skill is nice but the 15% DR of Verdungos is more invaluable).
Charms:
- The best annihilus you can find. Resists will be more important than stats, if given a choice.
- At least 6 x Offensive Charms with either faster run walk or life
- Faster run walk charms with resists (the faster you run the less likely you’ll get hit)
- Faster hit recovery charm with resists
- Resist charms with life
- Life charms
D. Stat Placement
STR enough to use all your gear (If you already have all your items before you start your character, make sure you count exactly how much +STR you have from items so you only allocate enough STR only so that all the +STR will let you use your heaviest item. If you don’t have your items already, make a good estimate so you don’t waste too much points on STR.)
DEX enough to have max block with Holy Shield activated
VIT everything else goes here
ENE nada nothing zero zilch get it?
E. Other stuff
Becoming an auradin:
You become an “auradin†once you are able to use your weapon, armor, shield and helm, and that is level 67. You become a full-fledge auradin once you are able to use your annihilus charm (I had to wait to level 70 to be able to use all my equipment).
Leveling:
I think that this is the worst build to level. You can do little damage until you reach level 70. And that really blows. It pays off though once you become an auradin. I recommend moving into hell mode only when you get to 70 or you get your resists to a decent 60ish all.
Merc selection:
I decided to go with an Act 1 Fire Arrow Merc equipped with the following: Faith Hydra Bow, eth Fortitude with 1900 defense, eth Andy’s Visage with IAS jewel). Tonight I’m trying out the ICE runeword bow and see if it’s more effective. This merc has died less than most of the Act 2 mercs I’ve ever had.
Act 2 nightmare holy freeze (defense) is also recommended using Infinity eth cryptic axe, fortitude armor and eth Andy’s Visage.
Other recommendations:
If you feel like it you can carry a dragon shield around and become a semi pure holy fire auradin but I don’t think it’s going to be the same.
You can also give a Harmony bow to your A1 Merc to move around quicker with vigor. But the Fanaticism Aura in Faith is all around better than the Vigor aura of Harmony.
F. Dueling strategies
Not much too say here except that you should try to stay as far away as you could from anybody (your aura will kill opponents a little past your computer screen).
Best strategy: Charge around in circles avoiding any potential obstacles. It’s the lamest way to duel but it’s 99% guaranteed to win against ANY opponent.
Slight problems:
1. Frozen Orb sorc: Hard to dodge those little icicles – really annoying. So charge away from the sorc to make sure you don’t get hit.
2. Bone mancers: bone prison can get you stuck and get bombarded by bone spirit. Make sure you bash through the bone prison right away and continue charging away from the necro.
3. Godly vita barbs with BOTD/DOOM/GRIEF. One whirlwind from these guys can kill you so make sure you avoid getting into their way at all costs. Follow best strategy above.
4. Godly chargeadins/smiters: As paladins they are the only ones who can actually charge right into you and do a 1 hit kill. Make sure you charge AWAY from them.
5. An auradin with better overall equipment (e.g. 10 x offensive charms with 40 life each). Strategy: leave the game, no way you’re going to win.
G. Special Thanks
I just want to thank all my bnet friends for helping me with this build, especially to those who helped me level until I got to level 70. I also want to thank “Brother Schreier†especially for helping point out the important aspects that this build needs to utilize to attain maximum efficiency.
Your feedback, comments and suggestions are most welcome.